using UnityEngine;

namespace UbiArt.ITF {
	[Games(GameFlags.RL | GameFlags.RA | GameFlags.RM)]
	public partial class RO2_PlayerControllerComponent_Template : RO2_BasicPlayerControllerComponent_Template {
		public uint abilities;
		public float controllerHeight;
		public float controllerFlyModeSpeed;
		public float controllerWalkSpeed;
		public float controllerWalkMiniJumpForce;
		public float controllerWalkMiniJumpMaxStep;
		public float controllerWalkIceCompensationFrictionMultiplier;
		public float controllerAirSpeed;
		public float controllerAirSpeedWallJump;
		public float controllerAirControlDelayWallJump;
		public float controllerAirControlDelayDelayFall;
		public float controllerAirWallJumpExtraRadius;
		public float controllerAirWallJumpCornerCheckDistance;
		public float controllerAirTopXSpeed;
		public float controllerAirNoMoveFrictionX;
		public float controllerWallRunJumpDuration;
		public float controllerWallRunJumpAirControlDelay;
		public float controllerWallRunJumpKeepSpeedFactor;
		public float controllerWallRunJumpKeepForce;
		public float controllerWallRunMinSpeed;
		public float controllerWallRunUpThreshold;
		public float controllerSwimWaterResistMinSpeed;
		public float controllerSwimWaterResistMaxSpeed;
		public float controllerSwimWaterResistMaxMultiplier;
		public float controllerSwimWaterResistEnterDuration;
		public float controllerSwimWaterResistEnterForceSpeedMultiplier;
		public float controllerSwimWaterResistEnterDownForceSpeedMultiplier;
		public float controllerSwimTopSpeed;
		public float controllerSwimForce;
		public float controllerSwimMinExitSpeed;
		public float controllerSwimSurfaceForceDistanceMultiplierInside;
		public float controllerSwimSurfaceForceSpeedMultiplierInside;
		public float controllerSwimSurfaceForceDistanceMultiplierOutside;
		public float controllerSwimSurfaceForceSpeedMultiplierOutisde;
		public float controllerSwimSurfaceRange;
		public float controllerSwimJumpRange;
		public float controllerSwimTimeAllowAction;
		public float controllerSwimJumpDelayAfterEnter;
		public float controllerSwimTurnDistanceMultiplier;
		public float controllerSwimTurnSpeedMultiplier;
		public float controllerSwimSprintMaxSpeedMultiplier;
		public float controllerSwimCurveMaxOffset;
		public float controllerSwimCurveMaxDif;
		public float controllerSwimCurveForceS;
		public float controllerSwimCurveForceD;
		public float controllerSwimTurnUpsideDownWait;
		public float controllerSwimSprintJumpMinSpeed;
		public float controllerSwimSprintJumpGravityMultiplier;
		public float controllerSwimSprintJumpGravityDuration;
		public float controllerSwimSprintJumpAngularSpeedMultiplier;
		public float controllerSwimAccelerationBlendTime;
		public float controllerSwimDolphinYSpeed;
		public float controllerSwimDolphinWallJumpDisableTimer;
		public float controllerSwimPushThreshold;
		public float controllerSwimDashDuration;
		public float controllerMoveTargetMultiplierMin;
		public float controllerMoveTargetMultiplierMax;
		public float controllerMoveTargetBlendTime;
		public float controllerJumpQueueTime;
		public float controllerHitQueueTime;
		public float controllerHitDisableTimeOnBounce;
		public float controllerHitFilterNonFacingOpponentSpeedX;
		public float controllerHitQueueBlockingHitsMinDistance;
		public float controllerWindDisableOnBounce;
		public float controllerJumpOnAirTime;
		public float controllerJumpForceY;
		public float controllerJumpForceYBounceMultiplier;
		public float controllerJumpMultiplierClimbH;
		public float controllerJumpMultiplierNoImpulseClimbH;
		public float controllerJumpImpulseXClimbH;
		public float controllerJumpMultiplierClimbV;
		public float controllerJumpMultiplierNoImpulseClimbV;
		public float controllerJumpImpulseXClimbV;
		public float controllerJumpMultiplierHang;
		public float controllerJumpMultiplierNoImpulseHang;
		public float controllerJumpImpulseXHang;
		public float controllerjumpImpulseXMaxHangSpot;
		public float controllerJumpMultiplierRolling;
		public float controllerJumpMultiplierNoImpulseRolling;
		public float controllerJumpImpulseXRolling;
		public float controllerJumpMultiplierCrouch;
		public float controllerJumpMultiplierNoImpulseCrouch;
		public float controllerJumpImpulseXCrouch;
		public float controllerJumpMultiplierFallOnVictim;
		public float controllerJumpMultiplierNoImpulseFallOnVictim;
		public float controllerJumpImpulseXFallOnVictim;
		public float controllerJumpMultiplierPedestal;
		public float controllerJumpMultiplierNoImpulsePedestal;
		public float controllerJumpImpulseXPedestal;
		public float controllerJumpMultiplierOnPedestal;
		public float controllerJumpMultiplierNoImpulseOnPedestal;
		public float controllerJumpImpulseXOnPedestal;
		public float controllerDelayToAirSuspension;
		public float controllerAirSuspensionPushThreshold;
		public float controllerAirSuspensionMinYSpeed;
		public float controllerAirSuspensionMaxYSpeed;
		public float controllerAirSuspensionMinMultiplier;
		public float controllerAirSuspensionMaxMultiplier;
		public float controllerEfficiencyMaxSpeed;
		public float controllerAchievedSpeedFactorDefault;
		public float controllerAchievedSpeedS;
		public float controllerAchievedSpeedD;
		public Angle controllerEfficiencyMinGroundAngle;
		public Angle controllerEfficiencyMaxGroundAngle;
		public float controllerEfficiencyMinAngleMultiplier;
		public float controllerEfficiencyMaxAngleMultiplier;
		public float controllerCornerPoseExtraDistance;
		public Angle controllerHangingGroundMaxAngle;
		public float controllerHangingRadiusCheck;
		public float controllerHangingCornerMaxSpeed;
		public Vec2d controllerHangingOffsetSolid;
		public Vec2d controllerHangingOffsetCoop;
		public float controllerHangCoopMaxDistance;
		public Vec2d controllerHangingRectSize;
		public Vec2d controllerHangingCollisionExtentSolid;
		public Vec2d controllerHangingCollisionExtentCoop;
		public Vec2d controllerHangingRectOffset;
		public float controllerHangingMaxYSpeed;
		public float controllerHangingActivationTime;
		public float helicopterForceX;
		public float helicopterUnstickMinFrictionMultiplier;
		public float helicopterMinDragSpeedX;
		public float helicopterAirFrictionMultiplier;
		public float helicopterDragForceX;
		public Angle helicopterWindForcesAngle;
		public float helicopterWindForcesMultiplier;
		public Angle helicopterWindSpeedAngle;
		public Vec2d helicopterWindSpeedMultiplier;
		public float helicopterReleaseDelay;
		public float helicopterMaxSpeedUp;
		public float helicopterMaxSpeedDown;
		public float helicopterGravityMultiplier;
		public float helicopterCooldown;
		public float helicopterSuspensionTime;
		public float helicopterSuspensionMultiplier;
		public float airHitForceApplicationTime;
		public float airHitUnstickMinFrictionMultiplier;
		public float airHitMinDragSpeedX;
		public float airHitDragForceX;
		public Vec2d airHitSpeedMultiplierReduced;
		public float airHitSpeedMultiplierStep1MaxCurSpeed;
		public float airHitSpeedMultiplierStep2MaxCurSpeed;
		public Vec2d airHitSpeedMultiplierStep1MinFactor;
		public Vec2d airHitSpeedMultiplierStep1MaxFactor;
		public Vec2d airHitSpeedMultiplierStep2MaxFactor;
		public float airHitGravityMultiplier;
		public float rehitTimer;
		public float actionPoseFightDuration;
		public float waitPoseMinTime;
		public float waitPoseMaxTime;
		public Angle minBounceAngle;
		public float bounceHeightPlatformLevel1;
		public float bounceHeightPlatformLevel2;
		public float bounceHeightPlatformLevel3;
		public float bounceHeightEnemyLevel1;
		public float bounceHeightEnemyLevel2;
		public float bounceHeightEnemyLevel3;
		public float bounceHeightTalkingHatLevel1;
		public float bounceHeightTalkingHatLevel2;
		public float bounceHeightTalkingHatLevel3;
		public float bounceHeightPolylineLevel1;
		public float bounceHeightPolylineLevel2;
		public float bounceHeightPolylineLevel3;
		public float bounceHeightWave;
		public float bounceHeightWaveLevel3;
		public float bounceEnemySpeedXMultiplier;
		public float bouncePlatformAirControlDelayLevel1;
		public float bouncePlatformAirControlDelayLevel2;
		public float bouncePlatformAirControlDelayLevel3;
		public float bounceEnemyAirControlDelayLevel1;
		public float bounceEnemyAirControlDelayLevel2;
		public float bounceEnemyAirControlDelayLevel3;
		public float bounceTalkingHatAirControlDelayLevel1;
		public float bounceTalkingHatAirControlDelayLevel2;
		public float bounceTalkingHatAirControlDelayLevel3;
		public float bouncePolylineMaxXSpeed;
		public float bounceDelay;
		public float bounceRepositionDuration;
		public float bounceToActorYFuncPoint0Dist;
		public float bounceToActorYFuncPoint1Dist;
		public float bounceToActorXZFuncPoint0T;
		public float bounceToActorXZFuncPoint1T;
		public float bounceToActorSpeed;
		public float bounceToActorMinTime;
		public float windTunnelExitSpeedLevel0;
		public float windTunnelExitSpeedLevel1;
		public float windTunnelExitSpeedLevel2;
		public Vec2d controllerClimbCollisionCheckExtent;
		public float controllerClimbVerticalSpeedUp;
		public float controllerClimbVerticalAscendAcceleration;
		public float controllerClimbVerticalDescendAcceleration;
		public float controllerClimbVerticalDescendMaxSpeed;
		public float controllerClimbVerticalDescendMaxSpeedSprint;
		public float controllerClimbHorizontalSpeed;
		public float controllerClimbHorizontalMoveAnimRate;
		public float controllerClimbSprintSpeedMultiplier;
		public float controllerClimbHorizontalDescendMaxSpeed;
		public float controllerClimbHorizontalDescendMaxSpeedSprint;
		public float controllerClimbSlideDisableAirControl;
		public float controllerClimbEdgeInertiaBrake;
		public float controllerClimbEdgeDistanceRange;
		public float controllerClimbEdgeActivationTime;
		public float controllerClimbEdgeSwingImpulse;
		public float controllerClimbEdgeSwingImpulseReduced;
		public float controllerClimbEdgePunchImpulse;
		public float controllerClimbEdgeMoveImpulse;
		public Angle controllerClimbEdgeAngularSpeed;
		public float controllerClimbEdgeCoopHangEdgeRange;
		public Vec2d controllerClimbMaxJumpSpeedTransfer;
		public Vec2d controllerPunchShapeOffset;
		public float controllerReceivePunchFrontWeakForce;
		public float controllerReceivePunchFrontStrongForce;
		public float controllerReceivePunchFrontMegaForce;
		public float controllerReceivePunchFrontWeakFrictionMult;
		public float controllerReceivePunchFrontStrongFrictionMult;
		public float controllerReceivePunchFrontMegaFrictionMult;
		public float controllerReceivePunchUpWeakForce;
		public float controllerReceivePunchUpStrongForce;
		public float controllerReceivePunchUpMegaForce;
		public float controllerReceivePunchUpWeakGravityMultiplier;
		public float controllerReceivePunchUpStrongGravityMultiplier;
		public float controllerReceivePunchUpMegaGravityMultiplier;
		public float controllerReceiveEarthquakeWeakForce;
		public float controllerReceiveEarthquakeStrongForce;
		public float controllerReceiveEarthquakeMegaForce;
		public float controllerReceiveBounceVWeakForce;
		public float controllerReceiveBounceVStrongForce;
		public float controllerReceiveBounceVMegaForce;
		public float controllerReceiveBounceHWeakForce;
		public float controllerReceiveBounceHStrongForce;
		public float controllerReceiveBounceHMegaForce;
		public float controllerReceiveBounceWeakFrictionMultiplier;
		public float controllerReceiveBounceStrongFrictionMultiplier;
		public float controllerReceiveBounceMegaFrictionMultiplier;
		public float controllerReceiveBounceWeakSwimingMult;
		public float controllerReceiveBounceStrongSwimingMult;
		public float controllerReceiveBounceMegaSwimingMult;
		public float controllerReceiveHitSwimGravityMultiplier;
		public float controllerSlideFrictionMultiplier;
		public float controllerSlideMinFastSpeed;
		public uint controllerSlideHitLevel;
		public float controllerSlideMinSpeed;
		public float controllerSlideMinSpeedMultiplierForMinFriction;
		public float controllerSlideMinSpeedMultiplierForMaxFriction;
		public float controllerSlideFallDelay;
		public float controllerSurfingJumpTime;
		public float controllerHoverMinYSpeed;
		public float controllerMettrailleMaxHits;
		public uint controllerMettrailleFinalHitLevel;
		public uint controllerMettrailleGroundVariation;
		public uint controllerMettrailleAirVariation;
		public uint controllerMettrailleMaxBufferedHits;
		public float controllerAccrobaticStageKeepTime;
		public float controllerSwingAdjustTime;
		public float controllerSwingInterpolateTime;
		public float controllerSwingHitAreaHeight;
		public float controllerSwingHitAreaOffset;
		public float controllerSwingHitMinAngularSpeed;
		public float controllerSwingInitialBoost;
		public float controllerSwingJumpXForceThreshold;
		public float controllerSwingJumpXAngleThreshold;
		public float controllerSwingJumpForceX;
		public float controllerSwingJumpDisableDelay;
		public uint controllerUTurnHitLevel;
		public uint controllerUTurnAirHitLevel;
		public uint controllerCrouchedHitLevel;
		public uint controllerTornadoHitLevel;
		public uint controllerSpinHitLevel;
		public uint controllerReducedSizeHitLevel;
		public uint controllerUpperkickHitLevel;
		public uint controllerCrushHitLevel;
		public float controllerCrushHitIncreaseFirstTime;
		public float controllerCrushHitIncreaseSecondTime;
		public float controllerCrushHitRetriggerDelay;
		public uint controllerSlideDownHitLevel;
		public uint controllerSwingHitLevel;
		public uint controllerHangCoopHitLevel;
		public uint controllerBurstHitLevel;
		public uint controllerBurstAirHitLevel;
		public float punchMoveWalkSpeedMultiplier;
		public uint controllerNormalPunchLevelForShakeCam;
		public float switchHitBufferTime;
		public float UTurnComboTime;
		public float crushHitSuspensionTime;
		public float crushHitMinYSpeed;
		public float crushHitYSpeedMultiplier;
		public float crushHitDownForce;
		public float crushHitFrictionMultiplier;
		public float slideDownMinSpeed;
		public float swimAttackNormalDuration;
		public float swimAttackNormalSpeed;
		public float swimAttackSprintDuration;
		public float swimAttackSprintSpeed;
		public float swimAttackCooldown;
		public float swimAttackFriction;
		public float swimAttackMinSpeed;
		public float swimAttackMoveDamping;
		public float swimNoDiveForceToSurface;
		public float swimAttackSpamTime;
		public float swimAttackSpamImpulseMultiplier;
		public float swimAttackSpamImpulseMultiplierSprint;
		public float tornadoDuration;
		public float tornadoSpeed;
		public float tornadoCooldown;
		public float tornadoZipCooldown;
		public float tornadoMinSpeed;
		public float tornadoFrictionMultiplier;
		public float tornadoAllowMoveTime;
		public float reducedSizeHitDuration;
		public float reducedSizeHitAirDuration;
		public float reducedSizeHitUpDuration;
		public float reducedSizeHitFriction;
		public float reducedSizeHitGravity;
		public float reducedSizeHitSideForceGround;
		public float reducedSizeHitSideForceAir;
		public float reducedSizeHitUpForce;
		public float reducedSizeHitMinSpeed;
		public float reducedSizeHitCrushAttackQueueLength;
		public float reducedSizeHitCrushDistance;
		public float reducedSizeHitCooldown;
		public float reducedSizeHitGroundFrictionMultiplierMin;
		public float reducedSizeHitGroundFrictionMultiplierMax;
		public float reducedSizeHitUpCooldown;
		public StringID hitFxBoneName;
		public float hitPrepareLengthWeak;
		public float hitPrepareLengthStrong;
		public float hitPrepareLengthMega;
		public float reHitDelayPermanentHit;
		public float reHitDelayComboHit;
		public float wallSlideStartDelay;
		public float wallSlideStartDelaySpeedThreshold;
		public float wallSlideMinLinearSpeed;
		public float wallSlideMaxLinearSpeed;
		public Angle wallSlideMinAngularSpeed;
		public Angle wallSlideMaxAngularSpeed;
		public float wallSlideBrakeTime;
		public float wallSlideStartSpeed;
		public float wallSlideGravityMultiplier;
		public float wallSlideJumpImpulseX;
		public float wallSlideFrictionCoefCondition;
		public float wallSlideMinimumEdgeMargin;
		public Angle wallPushMaxWallAngle;
		public float wallPushForce;
		public float wallPushDelay;
		public float wallPushRepushDelay;
		public float wallSlideMaxSpeed;
		public float wallSlideUnstickDelay;
		public float wallSlideRestickDelay;
		public float wallSlideExtraRadius;
		public float wallSlideYSpeedThresholdToHang;
		public float disableCrouchTime;
		public float crouchUnhangTime;
		public float rollingFrictionMultiplier;
		public float rollingMinSpeed;
		public float fallOnVictimMinSpeed;
		public float sprintActivationLandingDelay;
		public float sprintWalkForceMultiplier;
		public float sprintEfficiencyMaxSpeedMultiplier;
		public float sprintAccelerationDuration;
		public float sprintReleaseForceMultiplier;
		public float sprintReleaseForceMax;
		public Path bounceToLayerFXFile;
		public Path tinyFXFile;
		public Color tinyTrailSprintColor;
		public Color tinyTrailWallrunColor;
		public Color tinyTrailWallrunJumpColor;
		public Color tinyTrailNormalColor;
		public float controllerPunchPushbackRadius;
		public Generic<PhysShape> phantomShapeCrouch;
		public Generic<PhysShape> phantomShapeSwim;
		public float damageInmunityTime;
		public float damageInmunityTimeReceiveHit;
		public float damageInmunityTimeRevive;
		public float damageInmunityTimeReceiveHitRevive;
		public float squashBounceMargin;
		public uint squashHurtLevel;
		public float squashDeathPenetration;
		public StringID characterSnapBone;
		public RO2_PlayerControllerComponent.StateDeadSoul_Template stateDeadSoul;
		public RO2_PlayerControllerComponent.StateRevive_Template stateRevive;
		public float avoidanceRadius;
		public float darktoonificationPosOffset;
		public float controllerPedestalWalkMultiplier;
		public float controllerPedestalAreaRadius;
		public float controllerPedestalDistanceCheck;
		public float controllerPedestalFeetDistanceCheck;
		public float controllerPedestalDisableTimer;
		public Angle controllerPedestalInputCone;
		public float controllerOnPedestalLandBounceHeight;
		public float controllerDeathSeqWait;
		public float controllerMoveCursorMinEfficiency;
		public float controllerMoveCursorMaxEfficiency;
		public float controllerMoveCursorMinAngle;
		public float controllerMoveCursorMaxAngle;
		public float controllerMoveCursorMinMultiplier;
		public float controllerMoveCursorMaxMultiplier;
		public float controllerMoveCursorEfficiencyAngle;
		public float controllerWalkOnWallsDisableDelay;
		public float controllerWalkOnWallsReleaseStickDuration;
		public Path controllerDeathActorFXSpawn;
		public Path controllerTeleportActorFXSpawn;
		public Path controllerAppearActorFXSpawn;
		public Path controllerTransformActorFXSpawn;
		public Margin offscreenDeathMargin;
		public float offscreenDeathSmooth;
		public Margin offscreenDeathFxMargin;
		public bool applyWindSpeedLimitation;
		public float clampMaxSpeedTotal;
		public float clampMaxSpeedX;
		public float clampMaxSpeedY;
		public float airBrakeMaxSpeedX;
		public float clampingMaxSpeedYOnAir;
		public float softCollisionRadiusMultiplier;
		public float softCollisionExitSpeed;
		public float softCollisionExitForce;
		public float softCollisionRestoreForceDelay;
		public float softCollisionRestoreForceDuration;
		public float cameraLimiterMaxCoeff;
		public float stargateSuckinForceK;
		public float stargateSuckinForceD;
		public float stargateNoiseAmplitude;
		public float stargateNoiseTimeMultiplier;
		public float stargateTravelRotationSpeedMultiplier;
		public float stargateTravelDecelerateTime;
		public float stargateTravelDecelerateMultiplier;
		public RO2_HeartShield_Template heartShield;
		public RLC_PowerUpCreatureDisplay_Template creatureShield;
		public RLC_PowerUpCreatureDisplay_Template creatureDoubleJump;
		public RLC_PowerUpCreatureDisplay_Template creatureHelico;
		public RLC_PowerUpCreatureDisplay_Template creatureMagnet;
		public RLC_MissileCreatureDisplay_Template creatureMissile;
		public RLC_MissileCreatureDisplay_Template creatureMissileActive;
		public RLC_TargetingCreatureDisplay_Template creatureTickle;
		public RLC_TargetingCreatureDisplay_Template creatureAutoAttack;
		public RLC_PowerUpCreatureDisplay_Template creatureInvincibility;
		public RLC_TargetingCreatureDisplay_Template creaturePolymorph;
		public Vec2d helicopterFakeWind;
		public uint touchFaction;
		public RO2_SuperPunchGauge_Template superPunchBasicGauge;
		public RO2_SuperPunchGauge_Template superPunchSeekingGauge;
		public RO2_SuperPunchGauge_Template superPunchBasicInfiniteGauge;
		public float ghostCollisionRadius;
		public float ghostTouchTargetDuration;
		public float musicReaderDeathDistance;
		public float musicReaderSnapClampMaxSpeedFactor;
		public float crouchCrushCoolDownDuration;
		public bool shootInverted;
		public float dodgeDistance;
		public float dodgeSpeed;
		public float dodgeCoolDown;
		public float throwDistance;
		public float throwSpeed;
		public float throwRotation;
		public float throwStrafeSpeed;
		public float dropDuration;
		public float blockStrafeSpeed;
		public RO2_SwarmRepellerPowerUp_Template swarmRepeller;
		public CMap<uint, Phys2dImpulseConfig> impulsePerHitType;
		protected override void SerializeImpl(CSerializerObject s) {
			base.SerializeImpl(s);
			if (Settings.s.game == Settings.Game.RL) {
				abilities = s.Serialize<uint>(abilities, name: "abilities");
				controllerHeight = s.Serialize<float>(controllerHeight, name: "controllerHeight");
				controllerFlyModeSpeed = s.Serialize<float>(controllerFlyModeSpeed, name: "controllerFlyModeSpeed");
				controllerWalkSpeed = s.Serialize<float>(controllerWalkSpeed, name: "controllerWalkSpeed");
				controllerWalkMiniJumpForce = s.Serialize<float>(controllerWalkMiniJumpForce, name: "controllerWalkMiniJumpForce");
				controllerWalkMiniJumpMaxStep = s.Serialize<float>(controllerWalkMiniJumpMaxStep, name: "controllerWalkMiniJumpMaxStep");
				controllerWalkIceCompensationFrictionMultiplier = s.Serialize<float>(controllerWalkIceCompensationFrictionMultiplier, name: "controllerWalkIceCompensationFrictionMultiplier");
				controllerAirSpeed = s.Serialize<float>(controllerAirSpeed, name: "controllerAirSpeed");
				controllerAirSpeedWallJump = s.Serialize<float>(controllerAirSpeedWallJump, name: "controllerAirSpeedWallJump");
				controllerAirControlDelayWallJump = s.Serialize<float>(controllerAirControlDelayWallJump, name: "controllerAirControlDelayWallJump");
				controllerAirControlDelayDelayFall = s.Serialize<float>(controllerAirControlDelayDelayFall, name: "controllerAirControlDelayDelayFall");
				controllerAirWallJumpExtraRadius = s.Serialize<float>(controllerAirWallJumpExtraRadius, name: "controllerAirWallJumpExtraRadius");
				controllerAirWallJumpCornerCheckDistance = s.Serialize<float>(controllerAirWallJumpCornerCheckDistance, name: "controllerAirWallJumpCornerCheckDistance");
				controllerAirTopXSpeed = s.Serialize<float>(controllerAirTopXSpeed, name: "controllerAirTopXSpeed");
				controllerAirNoMoveFrictionX = s.Serialize<float>(controllerAirNoMoveFrictionX, name: "controllerAirNoMoveFrictionX");
				controllerWallRunJumpDuration = s.Serialize<float>(controllerWallRunJumpDuration, name: "controllerWallRunJumpDuration");
				controllerWallRunJumpAirControlDelay = s.Serialize<float>(controllerWallRunJumpAirControlDelay, name: "controllerWallRunJumpAirControlDelay");
				controllerWallRunJumpKeepSpeedFactor = s.Serialize<float>(controllerWallRunJumpKeepSpeedFactor, name: "controllerWallRunJumpKeepSpeedFactor");
				controllerWallRunJumpKeepForce = s.Serialize<float>(controllerWallRunJumpKeepForce, name: "controllerWallRunJumpKeepForce");
				controllerWallRunMinSpeed = s.Serialize<float>(controllerWallRunMinSpeed, name: "controllerWallRunMinSpeed");
				controllerWallRunUpThreshold = s.Serialize<float>(controllerWallRunUpThreshold, name: "controllerWallRunUpThreshold");
				controllerSwimWaterResistMinSpeed = s.Serialize<float>(controllerSwimWaterResistMinSpeed, name: "controllerSwimWaterResistMinSpeed");
				controllerSwimWaterResistMaxSpeed = s.Serialize<float>(controllerSwimWaterResistMaxSpeed, name: "controllerSwimWaterResistMaxSpeed");
				controllerSwimWaterResistMaxMultiplier = s.Serialize<float>(controllerSwimWaterResistMaxMultiplier, name: "controllerSwimWaterResistMaxMultiplier");
				controllerSwimWaterResistEnterDuration = s.Serialize<float>(controllerSwimWaterResistEnterDuration, name: "controllerSwimWaterResistEnterDuration");
				controllerSwimWaterResistEnterForceSpeedMultiplier = s.Serialize<float>(controllerSwimWaterResistEnterForceSpeedMultiplier, name: "controllerSwimWaterResistEnterForceSpeedMultiplier");
				controllerSwimWaterResistEnterDownForceSpeedMultiplier = s.Serialize<float>(controllerSwimWaterResistEnterDownForceSpeedMultiplier, name: "controllerSwimWaterResistEnterDownForceSpeedMultiplier");
				controllerSwimTopSpeed = s.Serialize<float>(controllerSwimTopSpeed, name: "controllerSwimTopSpeed");
				controllerSwimForce = s.Serialize<float>(controllerSwimForce, name: "controllerSwimForce");
				controllerSwimMinExitSpeed = s.Serialize<float>(controllerSwimMinExitSpeed, name: "controllerSwimMinExitSpeed");
				controllerSwimSurfaceForceDistanceMultiplierInside = s.Serialize<float>(controllerSwimSurfaceForceDistanceMultiplierInside, name: "controllerSwimSurfaceForceDistanceMultiplierInside");
				controllerSwimSurfaceForceSpeedMultiplierInside = s.Serialize<float>(controllerSwimSurfaceForceSpeedMultiplierInside, name: "controllerSwimSurfaceForceSpeedMultiplierInside");
				controllerSwimSurfaceForceDistanceMultiplierOutside = s.Serialize<float>(controllerSwimSurfaceForceDistanceMultiplierOutside, name: "controllerSwimSurfaceForceDistanceMultiplierOutside");
				controllerSwimSurfaceForceSpeedMultiplierOutisde = s.Serialize<float>(controllerSwimSurfaceForceSpeedMultiplierOutisde, name: "controllerSwimSurfaceForceSpeedMultiplierOutisde");
				controllerSwimSurfaceRange = s.Serialize<float>(controllerSwimSurfaceRange, name: "controllerSwimSurfaceRange");
				controllerSwimJumpRange = s.Serialize<float>(controllerSwimJumpRange, name: "controllerSwimJumpRange");
				controllerSwimTimeAllowAction = s.Serialize<float>(controllerSwimTimeAllowAction, name: "controllerSwimTimeAllowAction");
				controllerSwimJumpDelayAfterEnter = s.Serialize<float>(controllerSwimJumpDelayAfterEnter, name: "controllerSwimJumpDelayAfterEnter");
				controllerSwimTurnDistanceMultiplier = s.Serialize<float>(controllerSwimTurnDistanceMultiplier, name: "controllerSwimTurnDistanceMultiplier");
				controllerSwimTurnSpeedMultiplier = s.Serialize<float>(controllerSwimTurnSpeedMultiplier, name: "controllerSwimTurnSpeedMultiplier");
				controllerSwimSprintMaxSpeedMultiplier = s.Serialize<float>(controllerSwimSprintMaxSpeedMultiplier, name: "controllerSwimSprintMaxSpeedMultiplier");
				controllerSwimCurveMaxOffset = s.Serialize<float>(controllerSwimCurveMaxOffset, name: "controllerSwimCurveMaxOffset");
				controllerSwimCurveMaxDif = s.Serialize<float>(controllerSwimCurveMaxDif, name: "controllerSwimCurveMaxDif");
				controllerSwimCurveForceS = s.Serialize<float>(controllerSwimCurveForceS, name: "controllerSwimCurveForceS");
				controllerSwimCurveForceD = s.Serialize<float>(controllerSwimCurveForceD, name: "controllerSwimCurveForceD");
				controllerSwimTurnUpsideDownWait = s.Serialize<float>(controllerSwimTurnUpsideDownWait, name: "controllerSwimTurnUpsideDownWait");
				controllerSwimSprintJumpMinSpeed = s.Serialize<float>(controllerSwimSprintJumpMinSpeed, name: "controllerSwimSprintJumpMinSpeed");
				controllerSwimSprintJumpGravityMultiplier = s.Serialize<float>(controllerSwimSprintJumpGravityMultiplier, name: "controllerSwimSprintJumpGravityMultiplier");
				controllerSwimSprintJumpGravityDuration = s.Serialize<float>(controllerSwimSprintJumpGravityDuration, name: "controllerSwimSprintJumpGravityDuration");
				controllerSwimSprintJumpAngularSpeedMultiplier = s.Serialize<float>(controllerSwimSprintJumpAngularSpeedMultiplier, name: "controllerSwimSprintJumpAngularSpeedMultiplier");
				controllerSwimAccelerationBlendTime = s.Serialize<float>(controllerSwimAccelerationBlendTime, name: "controllerSwimAccelerationBlendTime");
				controllerSwimDolphinYSpeed = s.Serialize<float>(controllerSwimDolphinYSpeed, name: "controllerSwimDolphinYSpeed");
				controllerSwimDolphinWallJumpDisableTimer = s.Serialize<float>(controllerSwimDolphinWallJumpDisableTimer, name: "controllerSwimDolphinWallJumpDisableTimer");
				controllerSwimPushThreshold = s.Serialize<float>(controllerSwimPushThreshold, name: "controllerSwimPushThreshold");
				controllerSwimDashDuration = s.Serialize<float>(controllerSwimDashDuration, name: "controllerSwimDashDuration");
				controllerMoveTargetMultiplierMin = s.Serialize<float>(controllerMoveTargetMultiplierMin, name: "controllerMoveTargetMultiplierMin");
				controllerMoveTargetMultiplierMax = s.Serialize<float>(controllerMoveTargetMultiplierMax, name: "controllerMoveTargetMultiplierMax");
				controllerMoveTargetBlendTime = s.Serialize<float>(controllerMoveTargetBlendTime, name: "controllerMoveTargetBlendTime");
				controllerJumpQueueTime = s.Serialize<float>(controllerJumpQueueTime, name: "controllerJumpQueueTime");
				controllerHitQueueTime = s.Serialize<float>(controllerHitQueueTime, name: "controllerHitQueueTime");
				controllerHitDisableTimeOnBounce = s.Serialize<float>(controllerHitDisableTimeOnBounce, name: "controllerHitDisableTimeOnBounce");
				controllerHitFilterNonFacingOpponentSpeedX = s.Serialize<float>(controllerHitFilterNonFacingOpponentSpeedX, name: "controllerHitFilterNonFacingOpponentSpeedX");
				controllerHitQueueBlockingHitsMinDistance = s.Serialize<float>(controllerHitQueueBlockingHitsMinDistance, name: "controllerHitQueueBlockingHitsMinDistance");
				controllerWindDisableOnBounce = s.Serialize<float>(controllerWindDisableOnBounce, name: "controllerWindDisableOnBounce");
				controllerJumpOnAirTime = s.Serialize<float>(controllerJumpOnAirTime, name: "controllerJumpOnAirTime");
				controllerJumpForceY = s.Serialize<float>(controllerJumpForceY, name: "controllerJumpForceY");
				controllerJumpForceYBounceMultiplier = s.Serialize<float>(controllerJumpForceYBounceMultiplier, name: "controllerJumpForceYBounceMultiplier");
				controllerJumpMultiplierClimbH = s.Serialize<float>(controllerJumpMultiplierClimbH, name: "controllerJumpMultiplierClimbH");
				controllerJumpMultiplierNoImpulseClimbH = s.Serialize<float>(controllerJumpMultiplierNoImpulseClimbH, name: "controllerJumpMultiplierNoImpulseClimbH");
				controllerJumpImpulseXClimbH = s.Serialize<float>(controllerJumpImpulseXClimbH, name: "controllerJumpImpulseXClimbH");
				controllerJumpMultiplierClimbV = s.Serialize<float>(controllerJumpMultiplierClimbV, name: "controllerJumpMultiplierClimbV");
				controllerJumpMultiplierNoImpulseClimbV = s.Serialize<float>(controllerJumpMultiplierNoImpulseClimbV, name: "controllerJumpMultiplierNoImpulseClimbV");
				controllerJumpImpulseXClimbV = s.Serialize<float>(controllerJumpImpulseXClimbV, name: "controllerJumpImpulseXClimbV");
				controllerJumpMultiplierHang = s.Serialize<float>(controllerJumpMultiplierHang, name: "controllerJumpMultiplierHang");
				controllerJumpMultiplierNoImpulseHang = s.Serialize<float>(controllerJumpMultiplierNoImpulseHang, name: "controllerJumpMultiplierNoImpulseHang");
				controllerJumpImpulseXHang = s.Serialize<float>(controllerJumpImpulseXHang, name: "controllerJumpImpulseXHang");
				controllerjumpImpulseXMaxHangSpot = s.Serialize<float>(controllerjumpImpulseXMaxHangSpot, name: "controllerjumpImpulseXMaxHangSpot");
				controllerJumpMultiplierRolling = s.Serialize<float>(controllerJumpMultiplierRolling, name: "controllerJumpMultiplierRolling");
				controllerJumpMultiplierNoImpulseRolling = s.Serialize<float>(controllerJumpMultiplierNoImpulseRolling, name: "controllerJumpMultiplierNoImpulseRolling");
				controllerJumpImpulseXRolling = s.Serialize<float>(controllerJumpImpulseXRolling, name: "controllerJumpImpulseXRolling");
				controllerJumpMultiplierCrouch = s.Serialize<float>(controllerJumpMultiplierCrouch, name: "controllerJumpMultiplierCrouch");
				controllerJumpMultiplierNoImpulseCrouch = s.Serialize<float>(controllerJumpMultiplierNoImpulseCrouch, name: "controllerJumpMultiplierNoImpulseCrouch");
				controllerJumpImpulseXCrouch = s.Serialize<float>(controllerJumpImpulseXCrouch, name: "controllerJumpImpulseXCrouch");
				controllerJumpMultiplierFallOnVictim = s.Serialize<float>(controllerJumpMultiplierFallOnVictim, name: "controllerJumpMultiplierFallOnVictim");
				controllerJumpMultiplierNoImpulseFallOnVictim = s.Serialize<float>(controllerJumpMultiplierNoImpulseFallOnVictim, name: "controllerJumpMultiplierNoImpulseFallOnVictim");
				controllerJumpImpulseXFallOnVictim = s.Serialize<float>(controllerJumpImpulseXFallOnVictim, name: "controllerJumpImpulseXFallOnVictim");
				controllerJumpMultiplierPedestal = s.Serialize<float>(controllerJumpMultiplierPedestal, name: "controllerJumpMultiplierPedestal");
				controllerJumpMultiplierNoImpulsePedestal = s.Serialize<float>(controllerJumpMultiplierNoImpulsePedestal, name: "controllerJumpMultiplierNoImpulsePedestal");
				controllerJumpImpulseXPedestal = s.Serialize<float>(controllerJumpImpulseXPedestal, name: "controllerJumpImpulseXPedestal");
				controllerJumpMultiplierOnPedestal = s.Serialize<float>(controllerJumpMultiplierOnPedestal, name: "controllerJumpMultiplierOnPedestal");
				controllerJumpMultiplierNoImpulseOnPedestal = s.Serialize<float>(controllerJumpMultiplierNoImpulseOnPedestal, name: "controllerJumpMultiplierNoImpulseOnPedestal");
				controllerJumpImpulseXOnPedestal = s.Serialize<float>(controllerJumpImpulseXOnPedestal, name: "controllerJumpImpulseXOnPedestal");
				controllerDelayToAirSuspension = s.Serialize<float>(controllerDelayToAirSuspension, name: "controllerDelayToAirSuspension");
				controllerAirSuspensionPushThreshold = s.Serialize<float>(controllerAirSuspensionPushThreshold, name: "controllerAirSuspensionPushThreshold");
				controllerAirSuspensionMinYSpeed = s.Serialize<float>(controllerAirSuspensionMinYSpeed, name: "controllerAirSuspensionMinYSpeed");
				controllerAirSuspensionMaxYSpeed = s.Serialize<float>(controllerAirSuspensionMaxYSpeed, name: "controllerAirSuspensionMaxYSpeed");
				controllerAirSuspensionMinMultiplier = s.Serialize<float>(controllerAirSuspensionMinMultiplier, name: "controllerAirSuspensionMinMultiplier");
				controllerAirSuspensionMaxMultiplier = s.Serialize<float>(controllerAirSuspensionMaxMultiplier, name: "controllerAirSuspensionMaxMultiplier");
				controllerEfficiencyMaxSpeed = s.Serialize<float>(controllerEfficiencyMaxSpeed, name: "controllerEfficiencyMaxSpeed");
				controllerAchievedSpeedFactorDefault = s.Serialize<float>(controllerAchievedSpeedFactorDefault, name: "controllerAchievedSpeedFactorDefault");
				controllerAchievedSpeedS = s.Serialize<float>(controllerAchievedSpeedS, name: "controllerAchievedSpeedS");
				controllerAchievedSpeedD = s.Serialize<float>(controllerAchievedSpeedD, name: "controllerAchievedSpeedD");
				controllerEfficiencyMinGroundAngle = s.SerializeObject<Angle>(controllerEfficiencyMinGroundAngle, name: "controllerEfficiencyMinGroundAngle");
				controllerEfficiencyMaxGroundAngle = s.SerializeObject<Angle>(controllerEfficiencyMaxGroundAngle, name: "controllerEfficiencyMaxGroundAngle");
				controllerEfficiencyMinAngleMultiplier = s.Serialize<float>(controllerEfficiencyMinAngleMultiplier, name: "controllerEfficiencyMinAngleMultiplier");
				controllerEfficiencyMaxAngleMultiplier = s.Serialize<float>(controllerEfficiencyMaxAngleMultiplier, name: "controllerEfficiencyMaxAngleMultiplier");
				controllerCornerPoseExtraDistance = s.Serialize<float>(controllerCornerPoseExtraDistance, name: "controllerCornerPoseExtraDistance");
				controllerHangingGroundMaxAngle = s.SerializeObject<Angle>(controllerHangingGroundMaxAngle, name: "controllerHangingGroundMaxAngle");
				controllerHangingRadiusCheck = s.Serialize<float>(controllerHangingRadiusCheck, name: "controllerHangingRadiusCheck");
				controllerHangingCornerMaxSpeed = s.Serialize<float>(controllerHangingCornerMaxSpeed, name: "controllerHangingCornerMaxSpeed");
				controllerHangingOffsetSolid = s.SerializeObject<Vec2d>(controllerHangingOffsetSolid, name: "controllerHangingOffsetSolid");
				controllerHangingOffsetCoop = s.SerializeObject<Vec2d>(controllerHangingOffsetCoop, name: "controllerHangingOffsetCoop");
				controllerHangCoopMaxDistance = s.Serialize<float>(controllerHangCoopMaxDistance, name: "controllerHangCoopMaxDistance");
				controllerHangingRectSize = s.SerializeObject<Vec2d>(controllerHangingRectSize, name: "controllerHangingRectSize");
				controllerHangingCollisionExtentSolid = s.SerializeObject<Vec2d>(controllerHangingCollisionExtentSolid, name: "controllerHangingCollisionExtentSolid");
				controllerHangingCollisionExtentCoop = s.SerializeObject<Vec2d>(controllerHangingCollisionExtentCoop, name: "controllerHangingCollisionExtentCoop");
				controllerHangingRectOffset = s.SerializeObject<Vec2d>(controllerHangingRectOffset, name: "controllerHangingRectOffset");
				controllerHangingMaxYSpeed = s.Serialize<float>(controllerHangingMaxYSpeed, name: "controllerHangingMaxYSpeed");
				controllerHangingActivationTime = s.Serialize<float>(controllerHangingActivationTime, name: "controllerHangingActivationTime");
				helicopterForceX = s.Serialize<float>(helicopterForceX, name: "helicopterForceX");
				helicopterUnstickMinFrictionMultiplier = s.Serialize<float>(helicopterUnstickMinFrictionMultiplier, name: "helicopterUnstickMinFrictionMultiplier");
				helicopterMinDragSpeedX = s.Serialize<float>(helicopterMinDragSpeedX, name: "helicopterMinDragSpeedX");
				helicopterAirFrictionMultiplier = s.Serialize<float>(helicopterAirFrictionMultiplier, name: "helicopterAirFrictionMultiplier");
				helicopterDragForceX = s.Serialize<float>(helicopterDragForceX, name: "helicopterDragForceX");
				helicopterWindForcesAngle = s.SerializeObject<Angle>(helicopterWindForcesAngle, name: "helicopterWindForcesAngle");
				helicopterWindForcesMultiplier = s.Serialize<float>(helicopterWindForcesMultiplier, name: "helicopterWindForcesMultiplier");
				helicopterWindSpeedAngle = s.SerializeObject<Angle>(helicopterWindSpeedAngle, name: "helicopterWindSpeedAngle");
				helicopterWindSpeedMultiplier = s.SerializeObject<Vec2d>(helicopterWindSpeedMultiplier, name: "helicopterWindSpeedMultiplier");
				helicopterReleaseDelay = s.Serialize<float>(helicopterReleaseDelay, name: "helicopterReleaseDelay");
				helicopterMaxSpeedUp = s.Serialize<float>(helicopterMaxSpeedUp, name: "helicopterMaxSpeedUp");
				helicopterMaxSpeedDown = s.Serialize<float>(helicopterMaxSpeedDown, name: "helicopterMaxSpeedDown");
				helicopterGravityMultiplier = s.Serialize<float>(helicopterGravityMultiplier, name: "helicopterGravityMultiplier");
				helicopterCooldown = s.Serialize<float>(helicopterCooldown, name: "helicopterCooldown");
				helicopterSuspensionTime = s.Serialize<float>(helicopterSuspensionTime, name: "helicopterSuspensionTime");
				helicopterSuspensionMultiplier = s.Serialize<float>(helicopterSuspensionMultiplier, name: "helicopterSuspensionMultiplier");
				airHitForceApplicationTime = s.Serialize<float>(airHitForceApplicationTime, name: "airHitForceApplicationTime");
				airHitUnstickMinFrictionMultiplier = s.Serialize<float>(airHitUnstickMinFrictionMultiplier, name: "airHitUnstickMinFrictionMultiplier");
				airHitMinDragSpeedX = s.Serialize<float>(airHitMinDragSpeedX, name: "airHitMinDragSpeedX");
				airHitDragForceX = s.Serialize<float>(airHitDragForceX, name: "airHitDragForceX");
				airHitSpeedMultiplierReduced = s.SerializeObject<Vec2d>(airHitSpeedMultiplierReduced, name: "airHitSpeedMultiplierReduced");
				airHitSpeedMultiplierStep1MaxCurSpeed = s.Serialize<float>(airHitSpeedMultiplierStep1MaxCurSpeed, name: "airHitSpeedMultiplierStep1MaxCurSpeed");
				airHitSpeedMultiplierStep2MaxCurSpeed = s.Serialize<float>(airHitSpeedMultiplierStep2MaxCurSpeed, name: "airHitSpeedMultiplierStep2MaxCurSpeed");
				airHitSpeedMultiplierStep1MinFactor = s.SerializeObject<Vec2d>(airHitSpeedMultiplierStep1MinFactor, name: "airHitSpeedMultiplierStep1MinFactor");
				airHitSpeedMultiplierStep1MaxFactor = s.SerializeObject<Vec2d>(airHitSpeedMultiplierStep1MaxFactor, name: "airHitSpeedMultiplierStep1MaxFactor");
				airHitSpeedMultiplierStep2MaxFactor = s.SerializeObject<Vec2d>(airHitSpeedMultiplierStep2MaxFactor, name: "airHitSpeedMultiplierStep2MaxFactor");
				airHitGravityMultiplier = s.Serialize<float>(airHitGravityMultiplier, name: "airHitGravityMultiplier");
				rehitTimer = s.Serialize<float>(rehitTimer, name: "rehitTimer");
				actionPoseFightDuration = s.Serialize<float>(actionPoseFightDuration, name: "actionPoseFightDuration");
				waitPoseMinTime = s.Serialize<float>(waitPoseMinTime, name: "waitPoseMinTime");
				waitPoseMaxTime = s.Serialize<float>(waitPoseMaxTime, name: "waitPoseMaxTime");
				minBounceAngle = s.SerializeObject<Angle>(minBounceAngle, name: "minBounceAngle");
				bounceHeightPlatformLevel1 = s.Serialize<float>(bounceHeightPlatformLevel1, name: "bounceHeightPlatformLevel1");
				bounceHeightPlatformLevel2 = s.Serialize<float>(bounceHeightPlatformLevel2, name: "bounceHeightPlatformLevel2");
				bounceHeightPlatformLevel3 = s.Serialize<float>(bounceHeightPlatformLevel3, name: "bounceHeightPlatformLevel3");
				bounceHeightEnemyLevel1 = s.Serialize<float>(bounceHeightEnemyLevel1, name: "bounceHeightEnemyLevel1");
				bounceHeightEnemyLevel2 = s.Serialize<float>(bounceHeightEnemyLevel2, name: "bounceHeightEnemyLevel2");
				bounceHeightEnemyLevel3 = s.Serialize<float>(bounceHeightEnemyLevel3, name: "bounceHeightEnemyLevel3");
				bounceHeightTalkingHatLevel1 = s.Serialize<float>(bounceHeightTalkingHatLevel1, name: "bounceHeightTalkingHatLevel1");
				bounceHeightTalkingHatLevel2 = s.Serialize<float>(bounceHeightTalkingHatLevel2, name: "bounceHeightTalkingHatLevel2");
				bounceHeightTalkingHatLevel3 = s.Serialize<float>(bounceHeightTalkingHatLevel3, name: "bounceHeightTalkingHatLevel3");
				bounceHeightPolylineLevel1 = s.Serialize<float>(bounceHeightPolylineLevel1, name: "bounceHeightPolylineLevel1");
				bounceHeightPolylineLevel2 = s.Serialize<float>(bounceHeightPolylineLevel2, name: "bounceHeightPolylineLevel2");
				bounceHeightPolylineLevel3 = s.Serialize<float>(bounceHeightPolylineLevel3, name: "bounceHeightPolylineLevel3");
				bounceHeightWave = s.Serialize<float>(bounceHeightWave, name: "bounceHeightWave");
				bounceHeightWaveLevel3 = s.Serialize<float>(bounceHeightWaveLevel3, name: "bounceHeightWaveLevel3");
				bounceEnemySpeedXMultiplier = s.Serialize<float>(bounceEnemySpeedXMultiplier, name: "bounceEnemySpeedXMultiplier");
				bouncePlatformAirControlDelayLevel1 = s.Serialize<float>(bouncePlatformAirControlDelayLevel1, name: "bouncePlatformAirControlDelayLevel1");
				bouncePlatformAirControlDelayLevel2 = s.Serialize<float>(bouncePlatformAirControlDelayLevel2, name: "bouncePlatformAirControlDelayLevel2");
				bouncePlatformAirControlDelayLevel3 = s.Serialize<float>(bouncePlatformAirControlDelayLevel3, name: "bouncePlatformAirControlDelayLevel3");
				bounceEnemyAirControlDelayLevel1 = s.Serialize<float>(bounceEnemyAirControlDelayLevel1, name: "bounceEnemyAirControlDelayLevel1");
				bounceEnemyAirControlDelayLevel2 = s.Serialize<float>(bounceEnemyAirControlDelayLevel2, name: "bounceEnemyAirControlDelayLevel2");
				bounceEnemyAirControlDelayLevel3 = s.Serialize<float>(bounceEnemyAirControlDelayLevel3, name: "bounceEnemyAirControlDelayLevel3");
				bounceTalkingHatAirControlDelayLevel1 = s.Serialize<float>(bounceTalkingHatAirControlDelayLevel1, name: "bounceTalkingHatAirControlDelayLevel1");
				bounceTalkingHatAirControlDelayLevel2 = s.Serialize<float>(bounceTalkingHatAirControlDelayLevel2, name: "bounceTalkingHatAirControlDelayLevel2");
				bounceTalkingHatAirControlDelayLevel3 = s.Serialize<float>(bounceTalkingHatAirControlDelayLevel3, name: "bounceTalkingHatAirControlDelayLevel3");
				bouncePolylineMaxXSpeed = s.Serialize<float>(bouncePolylineMaxXSpeed, name: "bouncePolylineMaxXSpeed");
				bounceDelay = s.Serialize<float>(bounceDelay, name: "bounceDelay");
				bounceRepositionDuration = s.Serialize<float>(bounceRepositionDuration, name: "bounceRepositionDuration");
				bounceToActorYFuncPoint0Dist = s.Serialize<float>(bounceToActorYFuncPoint0Dist, name: "bounceToActorYFuncPoint0Dist");
				bounceToActorYFuncPoint1Dist = s.Serialize<float>(bounceToActorYFuncPoint1Dist, name: "bounceToActorYFuncPoint1Dist");
				bounceToActorXZFuncPoint0T = s.Serialize<float>(bounceToActorXZFuncPoint0T, name: "bounceToActorXZFuncPoint0T");
				bounceToActorXZFuncPoint1T = s.Serialize<float>(bounceToActorXZFuncPoint1T, name: "bounceToActorXZFuncPoint1T");
				bounceToActorSpeed = s.Serialize<float>(bounceToActorSpeed, name: "bounceToActorSpeed");
				bounceToActorMinTime = s.Serialize<float>(bounceToActorMinTime, name: "bounceToActorMinTime");
				windTunnelExitSpeedLevel0 = s.Serialize<float>(windTunnelExitSpeedLevel0, name: "windTunnelExitSpeedLevel0");
				windTunnelExitSpeedLevel1 = s.Serialize<float>(windTunnelExitSpeedLevel1, name: "windTunnelExitSpeedLevel1");
				windTunnelExitSpeedLevel2 = s.Serialize<float>(windTunnelExitSpeedLevel2, name: "windTunnelExitSpeedLevel2");
				controllerClimbCollisionCheckExtent = s.SerializeObject<Vec2d>(controllerClimbCollisionCheckExtent, name: "controllerClimbCollisionCheckExtent");
				controllerClimbVerticalSpeedUp = s.Serialize<float>(controllerClimbVerticalSpeedUp, name: "controllerClimbVerticalSpeedUp");
				controllerClimbVerticalAscendAcceleration = s.Serialize<float>(controllerClimbVerticalAscendAcceleration, name: "controllerClimbVerticalAscendAcceleration");
				controllerClimbVerticalDescendAcceleration = s.Serialize<float>(controllerClimbVerticalDescendAcceleration, name: "controllerClimbVerticalDescendAcceleration");
				controllerClimbVerticalDescendMaxSpeed = s.Serialize<float>(controllerClimbVerticalDescendMaxSpeed, name: "controllerClimbVerticalDescendMaxSpeed");
				controllerClimbVerticalDescendMaxSpeedSprint = s.Serialize<float>(controllerClimbVerticalDescendMaxSpeedSprint, name: "controllerClimbVerticalDescendMaxSpeedSprint");
				controllerClimbHorizontalSpeed = s.Serialize<float>(controllerClimbHorizontalSpeed, name: "controllerClimbHorizontalSpeed");
				controllerClimbHorizontalMoveAnimRate = s.Serialize<float>(controllerClimbHorizontalMoveAnimRate, name: "controllerClimbHorizontalMoveAnimRate");
				controllerClimbSprintSpeedMultiplier = s.Serialize<float>(controllerClimbSprintSpeedMultiplier, name: "controllerClimbSprintSpeedMultiplier");
				controllerClimbHorizontalDescendMaxSpeed = s.Serialize<float>(controllerClimbHorizontalDescendMaxSpeed, name: "controllerClimbHorizontalDescendMaxSpeed");
				controllerClimbHorizontalDescendMaxSpeedSprint = s.Serialize<float>(controllerClimbHorizontalDescendMaxSpeedSprint, name: "controllerClimbHorizontalDescendMaxSpeedSprint");
				controllerClimbSlideDisableAirControl = s.Serialize<float>(controllerClimbSlideDisableAirControl, name: "controllerClimbSlideDisableAirControl");
				controllerClimbEdgeInertiaBrake = s.Serialize<float>(controllerClimbEdgeInertiaBrake, name: "controllerClimbEdgeInertiaBrake");
				controllerClimbEdgeDistanceRange = s.Serialize<float>(controllerClimbEdgeDistanceRange, name: "controllerClimbEdgeDistanceRange");
				controllerClimbEdgeActivationTime = s.Serialize<float>(controllerClimbEdgeActivationTime, name: "controllerClimbEdgeActivationTime");
				controllerClimbEdgeSwingImpulse = s.Serialize<float>(controllerClimbEdgeSwingImpulse, name: "controllerClimbEdgeSwingImpulse");
				controllerClimbEdgeSwingImpulseReduced = s.Serialize<float>(controllerClimbEdgeSwingImpulseReduced, name: "controllerClimbEdgeSwingImpulseReduced");
				controllerClimbEdgePunchImpulse = s.Serialize<float>(controllerClimbEdgePunchImpulse, name: "controllerClimbEdgePunchImpulse");
				controllerClimbEdgeMoveImpulse = s.Serialize<float>(controllerClimbEdgeMoveImpulse, name: "controllerClimbEdgeMoveImpulse");
				controllerClimbEdgeAngularSpeed = s.SerializeObject<Angle>(controllerClimbEdgeAngularSpeed, name: "controllerClimbEdgeAngularSpeed");
				controllerClimbEdgeCoopHangEdgeRange = s.Serialize<float>(controllerClimbEdgeCoopHangEdgeRange, name: "controllerClimbEdgeCoopHangEdgeRange");
				controllerClimbMaxJumpSpeedTransfer = s.SerializeObject<Vec2d>(controllerClimbMaxJumpSpeedTransfer, name: "controllerClimbMaxJumpSpeedTransfer");
				controllerPunchShapeOffset = s.SerializeObject<Vec2d>(controllerPunchShapeOffset, name: "controllerPunchShapeOffset");
				controllerReceivePunchFrontWeakForce = s.Serialize<float>(controllerReceivePunchFrontWeakForce, name: "controllerReceivePunchFrontWeakForce");
				controllerReceivePunchFrontStrongForce = s.Serialize<float>(controllerReceivePunchFrontStrongForce, name: "controllerReceivePunchFrontStrongForce");
				controllerReceivePunchFrontMegaForce = s.Serialize<float>(controllerReceivePunchFrontMegaForce, name: "controllerReceivePunchFrontMegaForce");
				controllerReceivePunchFrontWeakFrictionMult = s.Serialize<float>(controllerReceivePunchFrontWeakFrictionMult, name: "controllerReceivePunchFrontWeakFrictionMult");
				controllerReceivePunchFrontStrongFrictionMult = s.Serialize<float>(controllerReceivePunchFrontStrongFrictionMult, name: "controllerReceivePunchFrontStrongFrictionMult");
				controllerReceivePunchFrontMegaFrictionMult = s.Serialize<float>(controllerReceivePunchFrontMegaFrictionMult, name: "controllerReceivePunchFrontMegaFrictionMult");
				controllerReceivePunchUpWeakForce = s.Serialize<float>(controllerReceivePunchUpWeakForce, name: "controllerReceivePunchUpWeakForce");
				controllerReceivePunchUpStrongForce = s.Serialize<float>(controllerReceivePunchUpStrongForce, name: "controllerReceivePunchUpStrongForce");
				controllerReceivePunchUpMegaForce = s.Serialize<float>(controllerReceivePunchUpMegaForce, name: "controllerReceivePunchUpMegaForce");
				controllerReceivePunchUpWeakGravityMultiplier = s.Serialize<float>(controllerReceivePunchUpWeakGravityMultiplier, name: "controllerReceivePunchUpWeakGravityMultiplier");
				controllerReceivePunchUpStrongGravityMultiplier = s.Serialize<float>(controllerReceivePunchUpStrongGravityMultiplier, name: "controllerReceivePunchUpStrongGravityMultiplier");
				controllerReceivePunchUpMegaGravityMultiplier = s.Serialize<float>(controllerReceivePunchUpMegaGravityMultiplier, name: "controllerReceivePunchUpMegaGravityMultiplier");
				controllerReceiveEarthquakeWeakForce = s.Serialize<float>(controllerReceiveEarthquakeWeakForce, name: "controllerReceiveEarthquakeWeakForce");
				controllerReceiveEarthquakeStrongForce = s.Serialize<float>(controllerReceiveEarthquakeStrongForce, name: "controllerReceiveEarthquakeStrongForce");
				controllerReceiveEarthquakeMegaForce = s.Serialize<float>(controllerReceiveEarthquakeMegaForce, name: "controllerReceiveEarthquakeMegaForce");
				controllerReceiveBounceVWeakForce = s.Serialize<float>(controllerReceiveBounceVWeakForce, name: "controllerReceiveBounceVWeakForce");
				controllerReceiveBounceVStrongForce = s.Serialize<float>(controllerReceiveBounceVStrongForce, name: "controllerReceiveBounceVStrongForce");
				controllerReceiveBounceVMegaForce = s.Serialize<float>(controllerReceiveBounceVMegaForce, name: "controllerReceiveBounceVMegaForce");
				controllerReceiveBounceHWeakForce = s.Serialize<float>(controllerReceiveBounceHWeakForce, name: "controllerReceiveBounceHWeakForce");
				controllerReceiveBounceHStrongForce = s.Serialize<float>(controllerReceiveBounceHStrongForce, name: "controllerReceiveBounceHStrongForce");
				controllerReceiveBounceHMegaForce = s.Serialize<float>(controllerReceiveBounceHMegaForce, name: "controllerReceiveBounceHMegaForce");
				controllerReceiveBounceWeakFrictionMultiplier = s.Serialize<float>(controllerReceiveBounceWeakFrictionMultiplier, name: "controllerReceiveBounceWeakFrictionMultiplier");
				controllerReceiveBounceStrongFrictionMultiplier = s.Serialize<float>(controllerReceiveBounceStrongFrictionMultiplier, name: "controllerReceiveBounceStrongFrictionMultiplier");
				controllerReceiveBounceMegaFrictionMultiplier = s.Serialize<float>(controllerReceiveBounceMegaFrictionMultiplier, name: "controllerReceiveBounceMegaFrictionMultiplier");
				controllerReceiveBounceWeakSwimingMult = s.Serialize<float>(controllerReceiveBounceWeakSwimingMult, name: "controllerReceiveBounceWeakSwimingMult");
				controllerReceiveBounceStrongSwimingMult = s.Serialize<float>(controllerReceiveBounceStrongSwimingMult, name: "controllerReceiveBounceStrongSwimingMult");
				controllerReceiveBounceMegaSwimingMult = s.Serialize<float>(controllerReceiveBounceMegaSwimingMult, name: "controllerReceiveBounceMegaSwimingMult");
				controllerReceiveHitSwimGravityMultiplier = s.Serialize<float>(controllerReceiveHitSwimGravityMultiplier, name: "controllerReceiveHitSwimGravityMultiplier");
				controllerSlideFrictionMultiplier = s.Serialize<float>(controllerSlideFrictionMultiplier, name: "controllerSlideFrictionMultiplier");
				controllerSlideMinFastSpeed = s.Serialize<float>(controllerSlideMinFastSpeed, name: "controllerSlideMinFastSpeed");
				controllerSlideHitLevel = s.Serialize<uint>(controllerSlideHitLevel, name: "controllerSlideHitLevel");
				controllerSlideMinSpeed = s.Serialize<float>(controllerSlideMinSpeed, name: "controllerSlideMinSpeed");
				controllerSlideMinSpeedMultiplierForMinFriction = s.Serialize<float>(controllerSlideMinSpeedMultiplierForMinFriction, name: "controllerSlideMinSpeedMultiplierForMinFriction");
				controllerSlideMinSpeedMultiplierForMaxFriction = s.Serialize<float>(controllerSlideMinSpeedMultiplierForMaxFriction, name: "controllerSlideMinSpeedMultiplierForMaxFriction");
				controllerSlideFallDelay = s.Serialize<float>(controllerSlideFallDelay, name: "controllerSlideFallDelay");
				controllerSurfingJumpTime = s.Serialize<float>(controllerSurfingJumpTime, name: "controllerSurfingJumpTime");
				controllerHoverMinYSpeed = s.Serialize<float>(controllerHoverMinYSpeed, name: "controllerHoverMinYSpeed");
				controllerMettrailleMaxHits = s.Serialize<float>(controllerMettrailleMaxHits, name: "controllerMettrailleMaxHits");
				controllerMettrailleFinalHitLevel = s.Serialize<uint>(controllerMettrailleFinalHitLevel, name: "controllerMettrailleFinalHitLevel");
				controllerMettrailleGroundVariation = s.Serialize<uint>(controllerMettrailleGroundVariation, name: "controllerMettrailleGroundVariation");
				controllerMettrailleAirVariation = s.Serialize<uint>(controllerMettrailleAirVariation, name: "controllerMettrailleAirVariation");
				controllerMettrailleMaxBufferedHits = s.Serialize<uint>(controllerMettrailleMaxBufferedHits, name: "controllerMettrailleMaxBufferedHits");
				controllerAccrobaticStageKeepTime = s.Serialize<float>(controllerAccrobaticStageKeepTime, name: "controllerAccrobaticStageKeepTime");
				controllerSwingAdjustTime = s.Serialize<float>(controllerSwingAdjustTime, name: "controllerSwingAdjustTime");
				controllerSwingInterpolateTime = s.Serialize<float>(controllerSwingInterpolateTime, name: "controllerSwingInterpolateTime");
				controllerSwingHitAreaHeight = s.Serialize<float>(controllerSwingHitAreaHeight, name: "controllerSwingHitAreaHeight");
				controllerSwingHitAreaOffset = s.Serialize<float>(controllerSwingHitAreaOffset, name: "controllerSwingHitAreaOffset");
				controllerSwingHitMinAngularSpeed = s.Serialize<float>(controllerSwingHitMinAngularSpeed, name: "controllerSwingHitMinAngularSpeed");
				controllerSwingInitialBoost = s.Serialize<float>(controllerSwingInitialBoost, name: "controllerSwingInitialBoost");
				controllerSwingJumpXForceThreshold = s.Serialize<float>(controllerSwingJumpXForceThreshold, name: "controllerSwingJumpXForceThreshold");
				controllerSwingJumpXAngleThreshold = s.Serialize<float>(controllerSwingJumpXAngleThreshold, name: "controllerSwingJumpXAngleThreshold");
				controllerSwingJumpForceX = s.Serialize<float>(controllerSwingJumpForceX, name: "controllerSwingJumpForceX");
				controllerSwingJumpDisableDelay = s.Serialize<float>(controllerSwingJumpDisableDelay, name: "controllerSwingJumpDisableDelay");
				controllerUTurnHitLevel = s.Serialize<uint>(controllerUTurnHitLevel, name: "controllerUTurnHitLevel");
				controllerUTurnAirHitLevel = s.Serialize<uint>(controllerUTurnAirHitLevel, name: "controllerUTurnAirHitLevel");
				controllerCrouchedHitLevel = s.Serialize<uint>(controllerCrouchedHitLevel, name: "controllerCrouchedHitLevel");
				controllerTornadoHitLevel = s.Serialize<uint>(controllerTornadoHitLevel, name: "controllerTornadoHitLevel");
				controllerSpinHitLevel = s.Serialize<uint>(controllerSpinHitLevel, name: "controllerSpinHitLevel");
				controllerReducedSizeHitLevel = s.Serialize<uint>(controllerReducedSizeHitLevel, name: "controllerReducedSizeHitLevel");
				controllerUpperkickHitLevel = s.Serialize<uint>(controllerUpperkickHitLevel, name: "controllerUpperkickHitLevel");
				controllerCrushHitLevel = s.Serialize<uint>(controllerCrushHitLevel, name: "controllerCrushHitLevel");
				controllerCrushHitIncreaseFirstTime = s.Serialize<float>(controllerCrushHitIncreaseFirstTime, name: "controllerCrushHitIncreaseFirstTime");
				controllerCrushHitIncreaseSecondTime = s.Serialize<float>(controllerCrushHitIncreaseSecondTime, name: "controllerCrushHitIncreaseSecondTime");
				controllerCrushHitRetriggerDelay = s.Serialize<float>(controllerCrushHitRetriggerDelay, name: "controllerCrushHitRetriggerDelay");
				controllerSlideDownHitLevel = s.Serialize<uint>(controllerSlideDownHitLevel, name: "controllerSlideDownHitLevel");
				controllerSwingHitLevel = s.Serialize<uint>(controllerSwingHitLevel, name: "controllerSwingHitLevel");
				controllerHangCoopHitLevel = s.Serialize<uint>(controllerHangCoopHitLevel, name: "controllerHangCoopHitLevel");
				controllerBurstHitLevel = s.Serialize<uint>(controllerBurstHitLevel, name: "controllerBurstHitLevel");
				controllerBurstAirHitLevel = s.Serialize<uint>(controllerBurstAirHitLevel, name: "controllerBurstAirHitLevel");
				punchMoveWalkSpeedMultiplier = s.Serialize<float>(punchMoveWalkSpeedMultiplier, name: "punchMoveWalkSpeedMultiplier");
				controllerNormalPunchLevelForShakeCam = s.Serialize<uint>(controllerNormalPunchLevelForShakeCam, name: "controllerNormalPunchLevelForShakeCam");
				switchHitBufferTime = s.Serialize<float>(switchHitBufferTime, name: "switchHitBufferTime");
				UTurnComboTime = s.Serialize<float>(UTurnComboTime, name: "UTurnComboTime");
				crushHitSuspensionTime = s.Serialize<float>(crushHitSuspensionTime, name: "crushHitSuspensionTime");
				crushHitMinYSpeed = s.Serialize<float>(crushHitMinYSpeed, name: "crushHitMinYSpeed");
				crushHitYSpeedMultiplier = s.Serialize<float>(crushHitYSpeedMultiplier, name: "crushHitYSpeedMultiplier");
				crushHitDownForce = s.Serialize<float>(crushHitDownForce, name: "crushHitDownForce");
				crushHitFrictionMultiplier = s.Serialize<float>(crushHitFrictionMultiplier, name: "crushHitFrictionMultiplier");
				slideDownMinSpeed = s.Serialize<float>(slideDownMinSpeed, name: "slideDownMinSpeed");
				swimAttackNormalDuration = s.Serialize<float>(swimAttackNormalDuration, name: "swimAttackNormalDuration");
				swimAttackNormalSpeed = s.Serialize<float>(swimAttackNormalSpeed, name: "swimAttackNormalSpeed");
				swimAttackSprintDuration = s.Serialize<float>(swimAttackSprintDuration, name: "swimAttackSprintDuration");
				swimAttackSprintSpeed = s.Serialize<float>(swimAttackSprintSpeed, name: "swimAttackSprintSpeed");
				swimAttackCooldown = s.Serialize<float>(swimAttackCooldown, name: "swimAttackCooldown");
				swimAttackFriction = s.Serialize<float>(swimAttackFriction, name: "swimAttackFriction");
				swimAttackMinSpeed = s.Serialize<float>(swimAttackMinSpeed, name: "swimAttackMinSpeed");
				swimAttackMoveDamping = s.Serialize<float>(swimAttackMoveDamping, name: "swimAttackMoveDamping");
				swimAttackSpamTime = s.Serialize<float>(swimAttackSpamTime, name: "swimAttackSpamTime");
				swimAttackSpamImpulseMultiplier = s.Serialize<float>(swimAttackSpamImpulseMultiplier, name: "swimAttackSpamImpulseMultiplier");
				swimAttackSpamImpulseMultiplierSprint = s.Serialize<float>(swimAttackSpamImpulseMultiplierSprint, name: "swimAttackSpamImpulseMultiplierSprint");
				tornadoDuration = s.Serialize<float>(tornadoDuration, name: "tornadoDuration");
				tornadoSpeed = s.Serialize<float>(tornadoSpeed, name: "tornadoSpeed");
				tornadoCooldown = s.Serialize<float>(tornadoCooldown, name: "tornadoCooldown");
				tornadoZipCooldown = s.Serialize<float>(tornadoZipCooldown, name: "tornadoZipCooldown");
				tornadoMinSpeed = s.Serialize<float>(tornadoMinSpeed, name: "tornadoMinSpeed");
				tornadoFrictionMultiplier = s.Serialize<float>(tornadoFrictionMultiplier, name: "tornadoFrictionMultiplier");
				tornadoAllowMoveTime = s.Serialize<float>(tornadoAllowMoveTime, name: "tornadoAllowMoveTime");
				reducedSizeHitDuration = s.Serialize<float>(reducedSizeHitDuration, name: "reducedSizeHitDuration");
				reducedSizeHitAirDuration = s.Serialize<float>(reducedSizeHitAirDuration, name: "reducedSizeHitAirDuration");
				reducedSizeHitUpDuration = s.Serialize<float>(reducedSizeHitUpDuration, name: "reducedSizeHitUpDuration");
				reducedSizeHitFriction = s.Serialize<float>(reducedSizeHitFriction, name: "reducedSizeHitFriction");
				reducedSizeHitGravity = s.Serialize<float>(reducedSizeHitGravity, name: "reducedSizeHitGravity");
				reducedSizeHitSideForceGround = s.Serialize<float>(reducedSizeHitSideForceGround, name: "reducedSizeHitSideForceGround");
				reducedSizeHitSideForceAir = s.Serialize<float>(reducedSizeHitSideForceAir, name: "reducedSizeHitSideForceAir");
				reducedSizeHitUpForce = s.Serialize<float>(reducedSizeHitUpForce, name: "reducedSizeHitUpForce");
				reducedSizeHitMinSpeed = s.Serialize<float>(reducedSizeHitMinSpeed, name: "reducedSizeHitMinSpeed");
				reducedSizeHitCrushAttackQueueLength = s.Serialize<float>(reducedSizeHitCrushAttackQueueLength, name: "reducedSizeHitCrushAttackQueueLength");
				reducedSizeHitCrushDistance = s.Serialize<float>(reducedSizeHitCrushDistance, name: "reducedSizeHitCrushDistance");
				reducedSizeHitCooldown = s.Serialize<float>(reducedSizeHitCooldown, name: "reducedSizeHitCooldown");
				reducedSizeHitGroundFrictionMultiplierMin = s.Serialize<float>(reducedSizeHitGroundFrictionMultiplierMin, name: "reducedSizeHitGroundFrictionMultiplierMin");
				reducedSizeHitGroundFrictionMultiplierMax = s.Serialize<float>(reducedSizeHitGroundFrictionMultiplierMax, name: "reducedSizeHitGroundFrictionMultiplierMax");
				reducedSizeHitUpCooldown = s.Serialize<float>(reducedSizeHitUpCooldown, name: "reducedSizeHitUpCooldown");
				hitFxBoneName = s.SerializeObject<StringID>(hitFxBoneName, name: "hitFxBoneName");
				hitPrepareLengthWeak = s.Serialize<float>(hitPrepareLengthWeak, name: "hitPrepareLengthWeak");
				hitPrepareLengthStrong = s.Serialize<float>(hitPrepareLengthStrong, name: "hitPrepareLengthStrong");
				hitPrepareLengthMega = s.Serialize<float>(hitPrepareLengthMega, name: "hitPrepareLengthMega");
				reHitDelayPermanentHit = s.Serialize<float>(reHitDelayPermanentHit, name: "reHitDelayPermanentHit");
				reHitDelayComboHit = s.Serialize<float>(reHitDelayComboHit, name: "reHitDelayComboHit");
				wallSlideStartDelay = s.Serialize<float>(wallSlideStartDelay, name: "wallSlideStartDelay");
				wallSlideStartDelaySpeedThreshold = s.Serialize<float>(wallSlideStartDelaySpeedThreshold, name: "wallSlideStartDelaySpeedThreshold");
				wallSlideMinLinearSpeed = s.Serialize<float>(wallSlideMinLinearSpeed, name: "wallSlideMinLinearSpeed");
				wallSlideMaxLinearSpeed = s.Serialize<float>(wallSlideMaxLinearSpeed, name: "wallSlideMaxLinearSpeed");
				wallSlideMinAngularSpeed = s.SerializeObject<Angle>(wallSlideMinAngularSpeed, name: "wallSlideMinAngularSpeed");
				wallSlideMaxAngularSpeed = s.SerializeObject<Angle>(wallSlideMaxAngularSpeed, name: "wallSlideMaxAngularSpeed");
				wallSlideBrakeTime = s.Serialize<float>(wallSlideBrakeTime, name: "wallSlideBrakeTime");
				wallSlideStartSpeed = s.Serialize<float>(wallSlideStartSpeed, name: "wallSlideStartSpeed");
				wallSlideGravityMultiplier = s.Serialize<float>(wallSlideGravityMultiplier, name: "wallSlideGravityMultiplier");
				wallSlideJumpImpulseX = s.Serialize<float>(wallSlideJumpImpulseX, name: "wallSlideJumpImpulseX");
				wallSlideFrictionCoefCondition = s.Serialize<float>(wallSlideFrictionCoefCondition, name: "wallSlideFrictionCoefCondition");
				wallSlideMinimumEdgeMargin = s.Serialize<float>(wallSlideMinimumEdgeMargin, name: "wallSlideMinimumEdgeMargin");
				wallPushMaxWallAngle = s.SerializeObject<Angle>(wallPushMaxWallAngle, name: "wallPushMaxWallAngle");
				wallPushForce = s.Serialize<float>(wallPushForce, name: "wallPushForce");
				wallPushDelay = s.Serialize<float>(wallPushDelay, name: "wallPushDelay");
				wallPushRepushDelay = s.Serialize<float>(wallPushRepushDelay, name: "wallPushRepushDelay");
				wallSlideMaxSpeed = s.Serialize<float>(wallSlideMaxSpeed, name: "wallSlideMaxSpeed");
				wallSlideUnstickDelay = s.Serialize<float>(wallSlideUnstickDelay, name: "wallSlideUnstickDelay");
				wallSlideRestickDelay = s.Serialize<float>(wallSlideRestickDelay, name: "wallSlideRestickDelay");
				wallSlideExtraRadius = s.Serialize<float>(wallSlideExtraRadius, name: "wallSlideExtraRadius");
				wallSlideYSpeedThresholdToHang = s.Serialize<float>(wallSlideYSpeedThresholdToHang, name: "wallSlideYSpeedThresholdToHang");
				disableCrouchTime = s.Serialize<float>(disableCrouchTime, name: "disableCrouchTime");
				crouchUnhangTime = s.Serialize<float>(crouchUnhangTime, name: "crouchUnhangTime");
				rollingFrictionMultiplier = s.Serialize<float>(rollingFrictionMultiplier, name: "rollingFrictionMultiplier");
				rollingMinSpeed = s.Serialize<float>(rollingMinSpeed, name: "rollingMinSpeed");
				fallOnVictimMinSpeed = s.Serialize<float>(fallOnVictimMinSpeed, name: "fallOnVictimMinSpeed");
				sprintActivationLandingDelay = s.Serialize<float>(sprintActivationLandingDelay, name: "sprintActivationLandingDelay");
				sprintWalkForceMultiplier = s.Serialize<float>(sprintWalkForceMultiplier, name: "sprintWalkForceMultiplier");
				sprintEfficiencyMaxSpeedMultiplier = s.Serialize<float>(sprintEfficiencyMaxSpeedMultiplier, name: "sprintEfficiencyMaxSpeedMultiplier");
				sprintAccelerationDuration = s.Serialize<float>(sprintAccelerationDuration, name: "sprintAccelerationDuration");
				sprintReleaseForceMultiplier = s.Serialize<float>(sprintReleaseForceMultiplier, name: "sprintReleaseForceMultiplier");
				sprintReleaseForceMax = s.Serialize<float>(sprintReleaseForceMax, name: "sprintReleaseForceMax");
				bounceToLayerFXFile = s.SerializeObject<Path>(bounceToLayerFXFile, name: "bounceToLayerFXFile");
				tinyFXFile = s.SerializeObject<Path>(tinyFXFile, name: "tinyFXFile");
				tinyTrailSprintColor = s.SerializeObject<Color>(tinyTrailSprintColor, name: "tinyTrailSprintColor");
				tinyTrailWallrunColor = s.SerializeObject<Color>(tinyTrailWallrunColor, name: "tinyTrailWallrunColor");
				tinyTrailWallrunJumpColor = s.SerializeObject<Color>(tinyTrailWallrunJumpColor, name: "tinyTrailWallrunJumpColor");
				tinyTrailNormalColor = s.SerializeObject<Color>(tinyTrailNormalColor, name: "tinyTrailNormalColor");
				controllerPunchPushbackRadius = s.Serialize<float>(controllerPunchPushbackRadius, name: "controllerPunchPushbackRadius");
				phantomShapeCrouch = s.SerializeObject<Generic<PhysShape>>(phantomShapeCrouch, name: "phantomShapeCrouch");
				phantomShapeSwim = s.SerializeObject<Generic<PhysShape>>(phantomShapeSwim, name: "phantomShapeSwim");
				damageInmunityTime = s.Serialize<float>(damageInmunityTime, name: "damageInmunityTime");
				damageInmunityTimeReceiveHit = s.Serialize<float>(damageInmunityTimeReceiveHit, name: "damageInmunityTimeReceiveHit");
				damageInmunityTimeRevive = s.Serialize<float>(damageInmunityTimeRevive, name: "damageInmunityTimeRevive");
				damageInmunityTimeReceiveHitRevive = s.Serialize<float>(damageInmunityTimeReceiveHitRevive, name: "damageInmunityTimeReceiveHitRevive");
				squashBounceMargin = s.Serialize<float>(squashBounceMargin, name: "squashBounceMargin");
				squashHurtLevel = s.Serialize<uint>(squashHurtLevel, name: "squashHurtLevel");
				squashDeathPenetration = s.Serialize<float>(squashDeathPenetration, name: "squashDeathPenetration");
				characterSnapBone = s.SerializeObject<StringID>(characterSnapBone, name: "characterSnapBone");
				stateDeadSoul = s.SerializeObject<RO2_PlayerControllerComponent.StateDeadSoul_Template>(stateDeadSoul, name: "stateDeadSoul");
				stateRevive = s.SerializeObject<RO2_PlayerControllerComponent.StateRevive_Template>(stateRevive, name: "stateRevive");
				avoidanceRadius = s.Serialize<float>(avoidanceRadius, name: "avoidanceRadius");
				darktoonificationPosOffset = s.Serialize<float>(darktoonificationPosOffset, name: "darktoonificationPosOffset");
				controllerPedestalWalkMultiplier = s.Serialize<float>(controllerPedestalWalkMultiplier, name: "controllerPedestalWalkMultiplier");
				controllerPedestalAreaRadius = s.Serialize<float>(controllerPedestalAreaRadius, name: "controllerPedestalAreaRadius");
				controllerPedestalDistanceCheck = s.Serialize<float>(controllerPedestalDistanceCheck, name: "controllerPedestalDistanceCheck");
				controllerPedestalFeetDistanceCheck = s.Serialize<float>(controllerPedestalFeetDistanceCheck, name: "controllerPedestalFeetDistanceCheck");
				controllerPedestalDisableTimer = s.Serialize<float>(controllerPedestalDisableTimer, name: "controllerPedestalDisableTimer");
				controllerPedestalInputCone = s.SerializeObject<Angle>(controllerPedestalInputCone, name: "controllerPedestalInputCone");
				controllerOnPedestalLandBounceHeight = s.Serialize<float>(controllerOnPedestalLandBounceHeight, name: "controllerOnPedestalLandBounceHeight");
				controllerDeathSeqWait = s.Serialize<float>(controllerDeathSeqWait, name: "controllerDeathSeqWait");
				controllerMoveCursorMinEfficiency = s.Serialize<float>(controllerMoveCursorMinEfficiency, name: "controllerMoveCursorMinEfficiency");
				controllerMoveCursorMaxEfficiency = s.Serialize<float>(controllerMoveCursorMaxEfficiency, name: "controllerMoveCursorMaxEfficiency");
				controllerMoveCursorMinAngle = s.Serialize<float>(controllerMoveCursorMinAngle, name: "controllerMoveCursorMinAngle");
				controllerMoveCursorMaxAngle = s.Serialize<float>(controllerMoveCursorMaxAngle, name: "controllerMoveCursorMaxAngle");
				controllerMoveCursorMinMultiplier = s.Serialize<float>(controllerMoveCursorMinMultiplier, name: "controllerMoveCursorMinMultiplier");
				controllerMoveCursorMaxMultiplier = s.Serialize<float>(controllerMoveCursorMaxMultiplier, name: "controllerMoveCursorMaxMultiplier");
				controllerMoveCursorEfficiencyAngle = s.Serialize<float>(controllerMoveCursorEfficiencyAngle, name: "controllerMoveCursorEfficiencyAngle");
				controllerWalkOnWallsDisableDelay = s.Serialize<float>(controllerWalkOnWallsDisableDelay, name: "controllerWalkOnWallsDisableDelay");
				controllerWalkOnWallsReleaseStickDuration = s.Serialize<float>(controllerWalkOnWallsReleaseStickDuration, name: "controllerWalkOnWallsReleaseStickDuration");
				controllerDeathActorFXSpawn = s.SerializeObject<Path>(controllerDeathActorFXSpawn, name: "controllerDeathActorFXSpawn");
				controllerTeleportActorFXSpawn = s.SerializeObject<Path>(controllerTeleportActorFXSpawn, name: "controllerTeleportActorFXSpawn");
				controllerAppearActorFXSpawn = s.SerializeObject<Path>(controllerAppearActorFXSpawn, name: "controllerAppearActorFXSpawn");
				controllerTransformActorFXSpawn = s.SerializeObject<Path>(controllerTransformActorFXSpawn, name: "controllerTransformActorFXSpawn");
				offscreenDeathMargin = s.SerializeObject<Margin>(offscreenDeathMargin, name: "offscreenDeathMargin");
				offscreenDeathSmooth = s.Serialize<float>(offscreenDeathSmooth, name: "offscreenDeathSmooth");
				offscreenDeathFxMargin = s.SerializeObject<Margin>(offscreenDeathFxMargin, name: "offscreenDeathFxMargin");
				applyWindSpeedLimitation = s.Serialize<bool>(applyWindSpeedLimitation, name: "applyWindSpeedLimitation");
				clampMaxSpeedTotal = s.Serialize<float>(clampMaxSpeedTotal, name: "clampMaxSpeedTotal");
				clampMaxSpeedX = s.Serialize<float>(clampMaxSpeedX, name: "clampMaxSpeedX");
				clampMaxSpeedY = s.Serialize<float>(clampMaxSpeedY, name: "clampMaxSpeedY");
				airBrakeMaxSpeedX = s.Serialize<float>(airBrakeMaxSpeedX, name: "airBrakeMaxSpeedX");
				clampingMaxSpeedYOnAir = s.Serialize<float>(clampingMaxSpeedYOnAir, name: "clampingMaxSpeedYOnAir");
				softCollisionRadiusMultiplier = s.Serialize<float>(softCollisionRadiusMultiplier, name: "softCollisionRadiusMultiplier");
				softCollisionExitSpeed = s.Serialize<float>(softCollisionExitSpeed, name: "softCollisionExitSpeed");
				softCollisionExitForce = s.Serialize<float>(softCollisionExitForce, name: "softCollisionExitForce");
				softCollisionRestoreForceDelay = s.Serialize<float>(softCollisionRestoreForceDelay, name: "softCollisionRestoreForceDelay");
				softCollisionRestoreForceDuration = s.Serialize<float>(softCollisionRestoreForceDuration, name: "softCollisionRestoreForceDuration");
				cameraLimiterMaxCoeff = s.Serialize<float>(cameraLimiterMaxCoeff, name: "cameraLimiterMaxCoeff");
				stargateSuckinForceK = s.Serialize<float>(stargateSuckinForceK, name: "stargateSuckinForceK");
				stargateSuckinForceD = s.Serialize<float>(stargateSuckinForceD, name: "stargateSuckinForceD");
				stargateNoiseAmplitude = s.Serialize<float>(stargateNoiseAmplitude, name: "stargateNoiseAmplitude");
				stargateNoiseTimeMultiplier = s.Serialize<float>(stargateNoiseTimeMultiplier, name: "stargateNoiseTimeMultiplier");
				stargateTravelRotationSpeedMultiplier = s.Serialize<float>(stargateTravelRotationSpeedMultiplier, name: "stargateTravelRotationSpeedMultiplier");
				stargateTravelDecelerateTime = s.Serialize<float>(stargateTravelDecelerateTime, name: "stargateTravelDecelerateTime");
				stargateTravelDecelerateMultiplier = s.Serialize<float>(stargateTravelDecelerateMultiplier, name: "stargateTravelDecelerateMultiplier");
				heartShield = s.SerializeObject<RO2_HeartShield_Template>(heartShield, name: "heartShield");
				touchFaction = s.Serialize<uint>(touchFaction, name: "touchFaction");
				superPunchBasicGauge = s.SerializeObject<RO2_SuperPunchGauge_Template>(superPunchBasicGauge, name: "superPunchBasicGauge");
				superPunchSeekingGauge = s.SerializeObject<RO2_SuperPunchGauge_Template>(superPunchSeekingGauge, name: "superPunchSeekingGauge");
				superPunchBasicInfiniteGauge = s.SerializeObject<RO2_SuperPunchGauge_Template>(superPunchBasicInfiniteGauge, name: "superPunchBasicInfiniteGauge");
				ghostCollisionRadius = s.Serialize<float>(ghostCollisionRadius, name: "ghostCollisionRadius");
				ghostTouchTargetDuration = s.Serialize<float>(ghostTouchTargetDuration, name: "ghostTouchTargetDuration");
				musicReaderDeathDistance = s.Serialize<float>(musicReaderDeathDistance, name: "musicReaderDeathDistance");
				musicReaderSnapClampMaxSpeedFactor = s.Serialize<float>(musicReaderSnapClampMaxSpeedFactor, name: "musicReaderSnapClampMaxSpeedFactor");
				crouchCrushCoolDownDuration = s.Serialize<float>(crouchCrushCoolDownDuration, name: "crouchCrushCoolDownDuration");
				swarmRepeller = s.SerializeObject<RO2_SwarmRepellerPowerUp_Template>(swarmRepeller, name: "swarmRepeller");
			} else {
				abilities = s.Serialize<uint>(abilities, name: "abilities");
				controllerHeight = s.Serialize<float>(controllerHeight, name: "controllerHeight");
				controllerFlyModeSpeed = s.Serialize<float>(controllerFlyModeSpeed, name: "controllerFlyModeSpeed");
				controllerWalkSpeed = s.Serialize<float>(controllerWalkSpeed, name: "controllerWalkSpeed");
				controllerWalkMiniJumpForce = s.Serialize<float>(controllerWalkMiniJumpForce, name: "controllerWalkMiniJumpForce");
				controllerWalkMiniJumpMaxStep = s.Serialize<float>(controllerWalkMiniJumpMaxStep, name: "controllerWalkMiniJumpMaxStep");
				controllerWalkIceCompensationFrictionMultiplier = s.Serialize<float>(controllerWalkIceCompensationFrictionMultiplier, name: "controllerWalkIceCompensationFrictionMultiplier");
				controllerAirSpeed = s.Serialize<float>(controllerAirSpeed, name: "controllerAirSpeed");
				controllerAirSpeedWallJump = s.Serialize<float>(controllerAirSpeedWallJump, name: "controllerAirSpeedWallJump");
				controllerAirControlDelayWallJump = s.Serialize<float>(controllerAirControlDelayWallJump, name: "controllerAirControlDelayWallJump");
				controllerAirControlDelayDelayFall = s.Serialize<float>(controllerAirControlDelayDelayFall, name: "controllerAirControlDelayDelayFall");
				controllerAirWallJumpExtraRadius = s.Serialize<float>(controllerAirWallJumpExtraRadius, name: "controllerAirWallJumpExtraRadius");
				controllerAirWallJumpCornerCheckDistance = s.Serialize<float>(controllerAirWallJumpCornerCheckDistance, name: "controllerAirWallJumpCornerCheckDistance");
				controllerAirTopXSpeed = s.Serialize<float>(controllerAirTopXSpeed, name: "controllerAirTopXSpeed");
				controllerAirNoMoveFrictionX = s.Serialize<float>(controllerAirNoMoveFrictionX, name: "controllerAirNoMoveFrictionX");
				controllerWallRunJumpDuration = s.Serialize<float>(controllerWallRunJumpDuration, name: "controllerWallRunJumpDuration");
				controllerWallRunJumpAirControlDelay = s.Serialize<float>(controllerWallRunJumpAirControlDelay, name: "controllerWallRunJumpAirControlDelay");
				controllerWallRunJumpKeepSpeedFactor = s.Serialize<float>(controllerWallRunJumpKeepSpeedFactor, name: "controllerWallRunJumpKeepSpeedFactor");
				controllerWallRunJumpKeepForce = s.Serialize<float>(controllerWallRunJumpKeepForce, name: "controllerWallRunJumpKeepForce");
				controllerWallRunMinSpeed = s.Serialize<float>(controllerWallRunMinSpeed, name: "controllerWallRunMinSpeed");
				controllerWallRunUpThreshold = s.Serialize<float>(controllerWallRunUpThreshold, name: "controllerWallRunUpThreshold");
				controllerSwimWaterResistMinSpeed = s.Serialize<float>(controllerSwimWaterResistMinSpeed, name: "controllerSwimWaterResistMinSpeed");
				controllerSwimWaterResistMaxSpeed = s.Serialize<float>(controllerSwimWaterResistMaxSpeed, name: "controllerSwimWaterResistMaxSpeed");
				controllerSwimWaterResistMaxMultiplier = s.Serialize<float>(controllerSwimWaterResistMaxMultiplier, name: "controllerSwimWaterResistMaxMultiplier");
				controllerSwimWaterResistEnterDuration = s.Serialize<float>(controllerSwimWaterResistEnterDuration, name: "controllerSwimWaterResistEnterDuration");
				controllerSwimWaterResistEnterForceSpeedMultiplier = s.Serialize<float>(controllerSwimWaterResistEnterForceSpeedMultiplier, name: "controllerSwimWaterResistEnterForceSpeedMultiplier");
				controllerSwimWaterResistEnterDownForceSpeedMultiplier = s.Serialize<float>(controllerSwimWaterResistEnterDownForceSpeedMultiplier, name: "controllerSwimWaterResistEnterDownForceSpeedMultiplier");
				controllerSwimTopSpeed = s.Serialize<float>(controllerSwimTopSpeed, name: "controllerSwimTopSpeed");
				controllerSwimForce = s.Serialize<float>(controllerSwimForce, name: "controllerSwimForce");
				controllerSwimMinExitSpeed = s.Serialize<float>(controllerSwimMinExitSpeed, name: "controllerSwimMinExitSpeed");
				controllerSwimSurfaceForceDistanceMultiplierInside = s.Serialize<float>(controllerSwimSurfaceForceDistanceMultiplierInside, name: "controllerSwimSurfaceForceDistanceMultiplierInside");
				controllerSwimSurfaceForceSpeedMultiplierInside = s.Serialize<float>(controllerSwimSurfaceForceSpeedMultiplierInside, name: "controllerSwimSurfaceForceSpeedMultiplierInside");
				controllerSwimSurfaceForceDistanceMultiplierOutside = s.Serialize<float>(controllerSwimSurfaceForceDistanceMultiplierOutside, name: "controllerSwimSurfaceForceDistanceMultiplierOutside");
				controllerSwimSurfaceForceSpeedMultiplierOutisde = s.Serialize<float>(controllerSwimSurfaceForceSpeedMultiplierOutisde, name: "controllerSwimSurfaceForceSpeedMultiplierOutisde");
				controllerSwimSurfaceRange = s.Serialize<float>(controllerSwimSurfaceRange, name: "controllerSwimSurfaceRange");
				controllerSwimJumpRange = s.Serialize<float>(controllerSwimJumpRange, name: "controllerSwimJumpRange");
				controllerSwimTimeAllowAction = s.Serialize<float>(controllerSwimTimeAllowAction, name: "controllerSwimTimeAllowAction");
				controllerSwimJumpDelayAfterEnter = s.Serialize<float>(controllerSwimJumpDelayAfterEnter, name: "controllerSwimJumpDelayAfterEnter");
				controllerSwimTurnDistanceMultiplier = s.Serialize<float>(controllerSwimTurnDistanceMultiplier, name: "controllerSwimTurnDistanceMultiplier");
				controllerSwimTurnSpeedMultiplier = s.Serialize<float>(controllerSwimTurnSpeedMultiplier, name: "controllerSwimTurnSpeedMultiplier");
				controllerSwimSprintMaxSpeedMultiplier = s.Serialize<float>(controllerSwimSprintMaxSpeedMultiplier, name: "controllerSwimSprintMaxSpeedMultiplier");
				controllerSwimCurveMaxOffset = s.Serialize<float>(controllerSwimCurveMaxOffset, name: "controllerSwimCurveMaxOffset");
				controllerSwimCurveMaxDif = s.Serialize<float>(controllerSwimCurveMaxDif, name: "controllerSwimCurveMaxDif");
				controllerSwimCurveForceS = s.Serialize<float>(controllerSwimCurveForceS, name: "controllerSwimCurveForceS");
				controllerSwimCurveForceD = s.Serialize<float>(controllerSwimCurveForceD, name: "controllerSwimCurveForceD");
				controllerSwimTurnUpsideDownWait = s.Serialize<float>(controllerSwimTurnUpsideDownWait, name: "controllerSwimTurnUpsideDownWait");
				controllerSwimSprintJumpMinSpeed = s.Serialize<float>(controllerSwimSprintJumpMinSpeed, name: "controllerSwimSprintJumpMinSpeed");
				controllerSwimSprintJumpGravityMultiplier = s.Serialize<float>(controllerSwimSprintJumpGravityMultiplier, name: "controllerSwimSprintJumpGravityMultiplier");
				controllerSwimSprintJumpGravityDuration = s.Serialize<float>(controllerSwimSprintJumpGravityDuration, name: "controllerSwimSprintJumpGravityDuration");
				controllerSwimSprintJumpAngularSpeedMultiplier = s.Serialize<float>(controllerSwimSprintJumpAngularSpeedMultiplier, name: "controllerSwimSprintJumpAngularSpeedMultiplier");
				controllerSwimAccelerationBlendTime = s.Serialize<float>(controllerSwimAccelerationBlendTime, name: "controllerSwimAccelerationBlendTime");
				controllerSwimDolphinYSpeed = s.Serialize<float>(controllerSwimDolphinYSpeed, name: "controllerSwimDolphinYSpeed");
				controllerSwimDolphinWallJumpDisableTimer = s.Serialize<float>(controllerSwimDolphinWallJumpDisableTimer, name: "controllerSwimDolphinWallJumpDisableTimer");
				controllerSwimPushThreshold = s.Serialize<float>(controllerSwimPushThreshold, name: "controllerSwimPushThreshold");
				controllerSwimDashDuration = s.Serialize<float>(controllerSwimDashDuration, name: "controllerSwimDashDuration");
				controllerMoveTargetMultiplierMin = s.Serialize<float>(controllerMoveTargetMultiplierMin, name: "controllerMoveTargetMultiplierMin");
				controllerMoveTargetMultiplierMax = s.Serialize<float>(controllerMoveTargetMultiplierMax, name: "controllerMoveTargetMultiplierMax");
				controllerMoveTargetBlendTime = s.Serialize<float>(controllerMoveTargetBlendTime, name: "controllerMoveTargetBlendTime");
				controllerJumpQueueTime = s.Serialize<float>(controllerJumpQueueTime, name: "controllerJumpQueueTime");
				controllerHitQueueTime = s.Serialize<float>(controllerHitQueueTime, name: "controllerHitQueueTime");
				controllerHitDisableTimeOnBounce = s.Serialize<float>(controllerHitDisableTimeOnBounce, name: "controllerHitDisableTimeOnBounce");
				controllerHitFilterNonFacingOpponentSpeedX = s.Serialize<float>(controllerHitFilterNonFacingOpponentSpeedX, name: "controllerHitFilterNonFacingOpponentSpeedX");
				controllerHitQueueBlockingHitsMinDistance = s.Serialize<float>(controllerHitQueueBlockingHitsMinDistance, name: "controllerHitQueueBlockingHitsMinDistance");
				controllerWindDisableOnBounce = s.Serialize<float>(controllerWindDisableOnBounce, name: "controllerWindDisableOnBounce");
				controllerJumpOnAirTime = s.Serialize<float>(controllerJumpOnAirTime, name: "controllerJumpOnAirTime");
				controllerJumpForceY = s.Serialize<float>(controllerJumpForceY, name: "controllerJumpForceY");
				controllerJumpForceYBounceMultiplier = s.Serialize<float>(controllerJumpForceYBounceMultiplier, name: "controllerJumpForceYBounceMultiplier");
				controllerJumpMultiplierClimbH = s.Serialize<float>(controllerJumpMultiplierClimbH, name: "controllerJumpMultiplierClimbH");
				controllerJumpMultiplierNoImpulseClimbH = s.Serialize<float>(controllerJumpMultiplierNoImpulseClimbH, name: "controllerJumpMultiplierNoImpulseClimbH");
				controllerJumpImpulseXClimbH = s.Serialize<float>(controllerJumpImpulseXClimbH, name: "controllerJumpImpulseXClimbH");
				controllerJumpMultiplierClimbV = s.Serialize<float>(controllerJumpMultiplierClimbV, name: "controllerJumpMultiplierClimbV");
				controllerJumpMultiplierNoImpulseClimbV = s.Serialize<float>(controllerJumpMultiplierNoImpulseClimbV, name: "controllerJumpMultiplierNoImpulseClimbV");
				controllerJumpImpulseXClimbV = s.Serialize<float>(controllerJumpImpulseXClimbV, name: "controllerJumpImpulseXClimbV");
				controllerJumpMultiplierHang = s.Serialize<float>(controllerJumpMultiplierHang, name: "controllerJumpMultiplierHang");
				controllerJumpMultiplierNoImpulseHang = s.Serialize<float>(controllerJumpMultiplierNoImpulseHang, name: "controllerJumpMultiplierNoImpulseHang");
				controllerJumpImpulseXHang = s.Serialize<float>(controllerJumpImpulseXHang, name: "controllerJumpImpulseXHang");
				controllerjumpImpulseXMaxHangSpot = s.Serialize<float>(controllerjumpImpulseXMaxHangSpot, name: "controllerjumpImpulseXMaxHangSpot");
				controllerJumpMultiplierRolling = s.Serialize<float>(controllerJumpMultiplierRolling, name: "controllerJumpMultiplierRolling");
				controllerJumpMultiplierNoImpulseRolling = s.Serialize<float>(controllerJumpMultiplierNoImpulseRolling, name: "controllerJumpMultiplierNoImpulseRolling");
				controllerJumpImpulseXRolling = s.Serialize<float>(controllerJumpImpulseXRolling, name: "controllerJumpImpulseXRolling");
				controllerJumpMultiplierCrouch = s.Serialize<float>(controllerJumpMultiplierCrouch, name: "controllerJumpMultiplierCrouch");
				controllerJumpMultiplierNoImpulseCrouch = s.Serialize<float>(controllerJumpMultiplierNoImpulseCrouch, name: "controllerJumpMultiplierNoImpulseCrouch");
				controllerJumpImpulseXCrouch = s.Serialize<float>(controllerJumpImpulseXCrouch, name: "controllerJumpImpulseXCrouch");
				controllerJumpMultiplierFallOnVictim = s.Serialize<float>(controllerJumpMultiplierFallOnVictim, name: "controllerJumpMultiplierFallOnVictim");
				controllerJumpMultiplierNoImpulseFallOnVictim = s.Serialize<float>(controllerJumpMultiplierNoImpulseFallOnVictim, name: "controllerJumpMultiplierNoImpulseFallOnVictim");
				controllerJumpImpulseXFallOnVictim = s.Serialize<float>(controllerJumpImpulseXFallOnVictim, name: "controllerJumpImpulseXFallOnVictim");
				controllerJumpMultiplierPedestal = s.Serialize<float>(controllerJumpMultiplierPedestal, name: "controllerJumpMultiplierPedestal");
				controllerJumpMultiplierNoImpulsePedestal = s.Serialize<float>(controllerJumpMultiplierNoImpulsePedestal, name: "controllerJumpMultiplierNoImpulsePedestal");
				controllerJumpImpulseXPedestal = s.Serialize<float>(controllerJumpImpulseXPedestal, name: "controllerJumpImpulseXPedestal");
				controllerJumpMultiplierOnPedestal = s.Serialize<float>(controllerJumpMultiplierOnPedestal, name: "controllerJumpMultiplierOnPedestal");
				controllerJumpMultiplierNoImpulseOnPedestal = s.Serialize<float>(controllerJumpMultiplierNoImpulseOnPedestal, name: "controllerJumpMultiplierNoImpulseOnPedestal");
				controllerJumpImpulseXOnPedestal = s.Serialize<float>(controllerJumpImpulseXOnPedestal, name: "controllerJumpImpulseXOnPedestal");
				controllerDelayToAirSuspension = s.Serialize<float>(controllerDelayToAirSuspension, name: "controllerDelayToAirSuspension");
				controllerAirSuspensionPushThreshold = s.Serialize<float>(controllerAirSuspensionPushThreshold, name: "controllerAirSuspensionPushThreshold");
				controllerAirSuspensionMinYSpeed = s.Serialize<float>(controllerAirSuspensionMinYSpeed, name: "controllerAirSuspensionMinYSpeed");
				controllerAirSuspensionMaxYSpeed = s.Serialize<float>(controllerAirSuspensionMaxYSpeed, name: "controllerAirSuspensionMaxYSpeed");
				controllerAirSuspensionMinMultiplier = s.Serialize<float>(controllerAirSuspensionMinMultiplier, name: "controllerAirSuspensionMinMultiplier");
				controllerAirSuspensionMaxMultiplier = s.Serialize<float>(controllerAirSuspensionMaxMultiplier, name: "controllerAirSuspensionMaxMultiplier");
				controllerEfficiencyMaxSpeed = s.Serialize<float>(controllerEfficiencyMaxSpeed, name: "controllerEfficiencyMaxSpeed");
				controllerAchievedSpeedFactorDefault = s.Serialize<float>(controllerAchievedSpeedFactorDefault, name: "controllerAchievedSpeedFactorDefault");
				controllerAchievedSpeedS = s.Serialize<float>(controllerAchievedSpeedS, name: "controllerAchievedSpeedS");
				controllerAchievedSpeedD = s.Serialize<float>(controllerAchievedSpeedD, name: "controllerAchievedSpeedD");
				controllerEfficiencyMinGroundAngle = s.SerializeObject<Angle>(controllerEfficiencyMinGroundAngle, name: "controllerEfficiencyMinGroundAngle");
				controllerEfficiencyMaxGroundAngle = s.SerializeObject<Angle>(controllerEfficiencyMaxGroundAngle, name: "controllerEfficiencyMaxGroundAngle");
				controllerEfficiencyMinAngleMultiplier = s.Serialize<float>(controllerEfficiencyMinAngleMultiplier, name: "controllerEfficiencyMinAngleMultiplier");
				controllerEfficiencyMaxAngleMultiplier = s.Serialize<float>(controllerEfficiencyMaxAngleMultiplier, name: "controllerEfficiencyMaxAngleMultiplier");
				controllerCornerPoseExtraDistance = s.Serialize<float>(controllerCornerPoseExtraDistance, name: "controllerCornerPoseExtraDistance");
				controllerHangingGroundMaxAngle = s.SerializeObject<Angle>(controllerHangingGroundMaxAngle, name: "controllerHangingGroundMaxAngle");
				controllerHangingRadiusCheck = s.Serialize<float>(controllerHangingRadiusCheck, name: "controllerHangingRadiusCheck");
				controllerHangingCornerMaxSpeed = s.Serialize<float>(controllerHangingCornerMaxSpeed, name: "controllerHangingCornerMaxSpeed");
				controllerHangingOffsetSolid = s.SerializeObject<Vec2d>(controllerHangingOffsetSolid, name: "controllerHangingOffsetSolid");
				controllerHangingOffsetCoop = s.SerializeObject<Vec2d>(controllerHangingOffsetCoop, name: "controllerHangingOffsetCoop");
				controllerHangCoopMaxDistance = s.Serialize<float>(controllerHangCoopMaxDistance, name: "controllerHangCoopMaxDistance");
				controllerHangingRectSize = s.SerializeObject<Vec2d>(controllerHangingRectSize, name: "controllerHangingRectSize");
				controllerHangingCollisionExtentSolid = s.SerializeObject<Vec2d>(controllerHangingCollisionExtentSolid, name: "controllerHangingCollisionExtentSolid");
				controllerHangingCollisionExtentCoop = s.SerializeObject<Vec2d>(controllerHangingCollisionExtentCoop, name: "controllerHangingCollisionExtentCoop");
				controllerHangingRectOffset = s.SerializeObject<Vec2d>(controllerHangingRectOffset, name: "controllerHangingRectOffset");
				controllerHangingMaxYSpeed = s.Serialize<float>(controllerHangingMaxYSpeed, name: "controllerHangingMaxYSpeed");
				controllerHangingActivationTime = s.Serialize<float>(controllerHangingActivationTime, name: "controllerHangingActivationTime");
				helicopterForceX = s.Serialize<float>(helicopterForceX, name: "helicopterForceX");
				helicopterUnstickMinFrictionMultiplier = s.Serialize<float>(helicopterUnstickMinFrictionMultiplier, name: "helicopterUnstickMinFrictionMultiplier");
				helicopterMinDragSpeedX = s.Serialize<float>(helicopterMinDragSpeedX, name: "helicopterMinDragSpeedX");
				helicopterAirFrictionMultiplier = s.Serialize<float>(helicopterAirFrictionMultiplier, name: "helicopterAirFrictionMultiplier");
				helicopterDragForceX = s.Serialize<float>(helicopterDragForceX, name: "helicopterDragForceX");
				helicopterWindForcesAngle = s.SerializeObject<Angle>(helicopterWindForcesAngle, name: "helicopterWindForcesAngle");
				helicopterWindForcesMultiplier = s.Serialize<float>(helicopterWindForcesMultiplier, name: "helicopterWindForcesMultiplier");
				helicopterWindSpeedAngle = s.SerializeObject<Angle>(helicopterWindSpeedAngle, name: "helicopterWindSpeedAngle");
				helicopterWindSpeedMultiplier = s.SerializeObject<Vec2d>(helicopterWindSpeedMultiplier, name: "helicopterWindSpeedMultiplier");
				helicopterReleaseDelay = s.Serialize<float>(helicopterReleaseDelay, name: "helicopterReleaseDelay");
				helicopterMaxSpeedUp = s.Serialize<float>(helicopterMaxSpeedUp, name: "helicopterMaxSpeedUp");
				helicopterMaxSpeedDown = s.Serialize<float>(helicopterMaxSpeedDown, name: "helicopterMaxSpeedDown");
				helicopterGravityMultiplier = s.Serialize<float>(helicopterGravityMultiplier, name: "helicopterGravityMultiplier");
				helicopterCooldown = s.Serialize<float>(helicopterCooldown, name: "helicopterCooldown");
				helicopterSuspensionTime = s.Serialize<float>(helicopterSuspensionTime, name: "helicopterSuspensionTime");
				helicopterSuspensionMultiplier = s.Serialize<float>(helicopterSuspensionMultiplier, name: "helicopterSuspensionMultiplier");
				airHitForceApplicationTime = s.Serialize<float>(airHitForceApplicationTime, name: "airHitForceApplicationTime");
				airHitUnstickMinFrictionMultiplier = s.Serialize<float>(airHitUnstickMinFrictionMultiplier, name: "airHitUnstickMinFrictionMultiplier");
				airHitMinDragSpeedX = s.Serialize<float>(airHitMinDragSpeedX, name: "airHitMinDragSpeedX");
				airHitDragForceX = s.Serialize<float>(airHitDragForceX, name: "airHitDragForceX");
				airHitSpeedMultiplierReduced = s.SerializeObject<Vec2d>(airHitSpeedMultiplierReduced, name: "airHitSpeedMultiplierReduced");
				airHitSpeedMultiplierStep1MaxCurSpeed = s.Serialize<float>(airHitSpeedMultiplierStep1MaxCurSpeed, name: "airHitSpeedMultiplierStep1MaxCurSpeed");
				airHitSpeedMultiplierStep2MaxCurSpeed = s.Serialize<float>(airHitSpeedMultiplierStep2MaxCurSpeed, name: "airHitSpeedMultiplierStep2MaxCurSpeed");
				airHitSpeedMultiplierStep1MinFactor = s.SerializeObject<Vec2d>(airHitSpeedMultiplierStep1MinFactor, name: "airHitSpeedMultiplierStep1MinFactor");
				airHitSpeedMultiplierStep1MaxFactor = s.SerializeObject<Vec2d>(airHitSpeedMultiplierStep1MaxFactor, name: "airHitSpeedMultiplierStep1MaxFactor");
				airHitSpeedMultiplierStep2MaxFactor = s.SerializeObject<Vec2d>(airHitSpeedMultiplierStep2MaxFactor, name: "airHitSpeedMultiplierStep2MaxFactor");
				airHitGravityMultiplier = s.Serialize<float>(airHitGravityMultiplier, name: "airHitGravityMultiplier");
				rehitTimer = s.Serialize<float>(rehitTimer, name: "rehitTimer");
				actionPoseFightDuration = s.Serialize<float>(actionPoseFightDuration, name: "actionPoseFightDuration");
				waitPoseMinTime = s.Serialize<float>(waitPoseMinTime, name: "waitPoseMinTime");
				waitPoseMaxTime = s.Serialize<float>(waitPoseMaxTime, name: "waitPoseMaxTime");
				minBounceAngle = s.SerializeObject<Angle>(minBounceAngle, name: "minBounceAngle");
				bounceHeightPlatformLevel1 = s.Serialize<float>(bounceHeightPlatformLevel1, name: "bounceHeightPlatformLevel1");
				bounceHeightPlatformLevel2 = s.Serialize<float>(bounceHeightPlatformLevel2, name: "bounceHeightPlatformLevel2");
				bounceHeightPlatformLevel3 = s.Serialize<float>(bounceHeightPlatformLevel3, name: "bounceHeightPlatformLevel3");
				bounceHeightEnemyLevel1 = s.Serialize<float>(bounceHeightEnemyLevel1, name: "bounceHeightEnemyLevel1");
				bounceHeightEnemyLevel2 = s.Serialize<float>(bounceHeightEnemyLevel2, name: "bounceHeightEnemyLevel2");
				bounceHeightEnemyLevel3 = s.Serialize<float>(bounceHeightEnemyLevel3, name: "bounceHeightEnemyLevel3");
				bounceHeightTalkingHatLevel1 = s.Serialize<float>(bounceHeightTalkingHatLevel1, name: "bounceHeightTalkingHatLevel1");
				bounceHeightTalkingHatLevel2 = s.Serialize<float>(bounceHeightTalkingHatLevel2, name: "bounceHeightTalkingHatLevel2");
				bounceHeightTalkingHatLevel3 = s.Serialize<float>(bounceHeightTalkingHatLevel3, name: "bounceHeightTalkingHatLevel3");
				bounceHeightPolylineLevel1 = s.Serialize<float>(bounceHeightPolylineLevel1, name: "bounceHeightPolylineLevel1");
				bounceHeightPolylineLevel2 = s.Serialize<float>(bounceHeightPolylineLevel2, name: "bounceHeightPolylineLevel2");
				bounceHeightPolylineLevel3 = s.Serialize<float>(bounceHeightPolylineLevel3, name: "bounceHeightPolylineLevel3");
				bounceHeightWave = s.Serialize<float>(bounceHeightWave, name: "bounceHeightWave");
				bounceHeightWaveLevel3 = s.Serialize<float>(bounceHeightWaveLevel3, name: "bounceHeightWaveLevel3");
				bounceEnemySpeedXMultiplier = s.Serialize<float>(bounceEnemySpeedXMultiplier, name: "bounceEnemySpeedXMultiplier");
				bouncePlatformAirControlDelayLevel1 = s.Serialize<float>(bouncePlatformAirControlDelayLevel1, name: "bouncePlatformAirControlDelayLevel1");
				bouncePlatformAirControlDelayLevel2 = s.Serialize<float>(bouncePlatformAirControlDelayLevel2, name: "bouncePlatformAirControlDelayLevel2");
				bouncePlatformAirControlDelayLevel3 = s.Serialize<float>(bouncePlatformAirControlDelayLevel3, name: "bouncePlatformAirControlDelayLevel3");
				bounceEnemyAirControlDelayLevel1 = s.Serialize<float>(bounceEnemyAirControlDelayLevel1, name: "bounceEnemyAirControlDelayLevel1");
				bounceEnemyAirControlDelayLevel2 = s.Serialize<float>(bounceEnemyAirControlDelayLevel2, name: "bounceEnemyAirControlDelayLevel2");
				bounceEnemyAirControlDelayLevel3 = s.Serialize<float>(bounceEnemyAirControlDelayLevel3, name: "bounceEnemyAirControlDelayLevel3");
				bounceTalkingHatAirControlDelayLevel1 = s.Serialize<float>(bounceTalkingHatAirControlDelayLevel1, name: "bounceTalkingHatAirControlDelayLevel1");
				bounceTalkingHatAirControlDelayLevel2 = s.Serialize<float>(bounceTalkingHatAirControlDelayLevel2, name: "bounceTalkingHatAirControlDelayLevel2");
				bounceTalkingHatAirControlDelayLevel3 = s.Serialize<float>(bounceTalkingHatAirControlDelayLevel3, name: "bounceTalkingHatAirControlDelayLevel3");
				bouncePolylineMaxXSpeed = s.Serialize<float>(bouncePolylineMaxXSpeed, name: "bouncePolylineMaxXSpeed");
				bounceDelay = s.Serialize<float>(bounceDelay, name: "bounceDelay");
				bounceRepositionDuration = s.Serialize<float>(bounceRepositionDuration, name: "bounceRepositionDuration");
				bounceToActorYFuncPoint0Dist = s.Serialize<float>(bounceToActorYFuncPoint0Dist, name: "bounceToActorYFuncPoint0Dist");
				bounceToActorYFuncPoint1Dist = s.Serialize<float>(bounceToActorYFuncPoint1Dist, name: "bounceToActorYFuncPoint1Dist");
				bounceToActorXZFuncPoint0T = s.Serialize<float>(bounceToActorXZFuncPoint0T, name: "bounceToActorXZFuncPoint0T");
				bounceToActorXZFuncPoint1T = s.Serialize<float>(bounceToActorXZFuncPoint1T, name: "bounceToActorXZFuncPoint1T");
				bounceToActorSpeed = s.Serialize<float>(bounceToActorSpeed, name: "bounceToActorSpeed");
				bounceToActorMinTime = s.Serialize<float>(bounceToActorMinTime, name: "bounceToActorMinTime");
				windTunnelExitSpeedLevel0 = s.Serialize<float>(windTunnelExitSpeedLevel0, name: "windTunnelExitSpeedLevel0");
				windTunnelExitSpeedLevel1 = s.Serialize<float>(windTunnelExitSpeedLevel1, name: "windTunnelExitSpeedLevel1");
				windTunnelExitSpeedLevel2 = s.Serialize<float>(windTunnelExitSpeedLevel2, name: "windTunnelExitSpeedLevel2");
				controllerClimbCollisionCheckExtent = s.SerializeObject<Vec2d>(controllerClimbCollisionCheckExtent, name: "controllerClimbCollisionCheckExtent");
				controllerClimbVerticalSpeedUp = s.Serialize<float>(controllerClimbVerticalSpeedUp, name: "controllerClimbVerticalSpeedUp");
				controllerClimbVerticalAscendAcceleration = s.Serialize<float>(controllerClimbVerticalAscendAcceleration, name: "controllerClimbVerticalAscendAcceleration");
				controllerClimbVerticalDescendAcceleration = s.Serialize<float>(controllerClimbVerticalDescendAcceleration, name: "controllerClimbVerticalDescendAcceleration");
				controllerClimbVerticalDescendMaxSpeed = s.Serialize<float>(controllerClimbVerticalDescendMaxSpeed, name: "controllerClimbVerticalDescendMaxSpeed");
				controllerClimbVerticalDescendMaxSpeedSprint = s.Serialize<float>(controllerClimbVerticalDescendMaxSpeedSprint, name: "controllerClimbVerticalDescendMaxSpeedSprint");
				controllerClimbHorizontalSpeed = s.Serialize<float>(controllerClimbHorizontalSpeed, name: "controllerClimbHorizontalSpeed");
				controllerClimbHorizontalMoveAnimRate = s.Serialize<float>(controllerClimbHorizontalMoveAnimRate, name: "controllerClimbHorizontalMoveAnimRate");
				controllerClimbSprintSpeedMultiplier = s.Serialize<float>(controllerClimbSprintSpeedMultiplier, name: "controllerClimbSprintSpeedMultiplier");
				controllerClimbHorizontalDescendMaxSpeed = s.Serialize<float>(controllerClimbHorizontalDescendMaxSpeed, name: "controllerClimbHorizontalDescendMaxSpeed");
				controllerClimbHorizontalDescendMaxSpeedSprint = s.Serialize<float>(controllerClimbHorizontalDescendMaxSpeedSprint, name: "controllerClimbHorizontalDescendMaxSpeedSprint");
				controllerClimbSlideDisableAirControl = s.Serialize<float>(controllerClimbSlideDisableAirControl, name: "controllerClimbSlideDisableAirControl");
				controllerClimbEdgeInertiaBrake = s.Serialize<float>(controllerClimbEdgeInertiaBrake, name: "controllerClimbEdgeInertiaBrake");
				controllerClimbEdgeDistanceRange = s.Serialize<float>(controllerClimbEdgeDistanceRange, name: "controllerClimbEdgeDistanceRange");
				controllerClimbEdgeActivationTime = s.Serialize<float>(controllerClimbEdgeActivationTime, name: "controllerClimbEdgeActivationTime");
				controllerClimbEdgeSwingImpulse = s.Serialize<float>(controllerClimbEdgeSwingImpulse, name: "controllerClimbEdgeSwingImpulse");
				controllerClimbEdgeSwingImpulseReduced = s.Serialize<float>(controllerClimbEdgeSwingImpulseReduced, name: "controllerClimbEdgeSwingImpulseReduced");
				controllerClimbEdgePunchImpulse = s.Serialize<float>(controllerClimbEdgePunchImpulse, name: "controllerClimbEdgePunchImpulse");
				controllerClimbEdgeMoveImpulse = s.Serialize<float>(controllerClimbEdgeMoveImpulse, name: "controllerClimbEdgeMoveImpulse");
				controllerClimbEdgeAngularSpeed = s.SerializeObject<Angle>(controllerClimbEdgeAngularSpeed, name: "controllerClimbEdgeAngularSpeed");
				controllerClimbEdgeCoopHangEdgeRange = s.Serialize<float>(controllerClimbEdgeCoopHangEdgeRange, name: "controllerClimbEdgeCoopHangEdgeRange");
				controllerClimbMaxJumpSpeedTransfer = s.SerializeObject<Vec2d>(controllerClimbMaxJumpSpeedTransfer, name: "controllerClimbMaxJumpSpeedTransfer");
				controllerPunchShapeOffset = s.SerializeObject<Vec2d>(controllerPunchShapeOffset, name: "controllerPunchShapeOffset");
				controllerReceivePunchFrontWeakForce = s.Serialize<float>(controllerReceivePunchFrontWeakForce, name: "controllerReceivePunchFrontWeakForce");
				controllerReceivePunchFrontStrongForce = s.Serialize<float>(controllerReceivePunchFrontStrongForce, name: "controllerReceivePunchFrontStrongForce");
				controllerReceivePunchFrontMegaForce = s.Serialize<float>(controllerReceivePunchFrontMegaForce, name: "controllerReceivePunchFrontMegaForce");
				controllerReceivePunchFrontWeakFrictionMult = s.Serialize<float>(controllerReceivePunchFrontWeakFrictionMult, name: "controllerReceivePunchFrontWeakFrictionMult");
				controllerReceivePunchFrontStrongFrictionMult = s.Serialize<float>(controllerReceivePunchFrontStrongFrictionMult, name: "controllerReceivePunchFrontStrongFrictionMult");
				controllerReceivePunchFrontMegaFrictionMult = s.Serialize<float>(controllerReceivePunchFrontMegaFrictionMult, name: "controllerReceivePunchFrontMegaFrictionMult");
				controllerReceivePunchUpWeakForce = s.Serialize<float>(controllerReceivePunchUpWeakForce, name: "controllerReceivePunchUpWeakForce");
				controllerReceivePunchUpStrongForce = s.Serialize<float>(controllerReceivePunchUpStrongForce, name: "controllerReceivePunchUpStrongForce");
				controllerReceivePunchUpMegaForce = s.Serialize<float>(controllerReceivePunchUpMegaForce, name: "controllerReceivePunchUpMegaForce");
				controllerReceivePunchUpWeakGravityMultiplier = s.Serialize<float>(controllerReceivePunchUpWeakGravityMultiplier, name: "controllerReceivePunchUpWeakGravityMultiplier");
				controllerReceivePunchUpStrongGravityMultiplier = s.Serialize<float>(controllerReceivePunchUpStrongGravityMultiplier, name: "controllerReceivePunchUpStrongGravityMultiplier");
				controllerReceivePunchUpMegaGravityMultiplier = s.Serialize<float>(controllerReceivePunchUpMegaGravityMultiplier, name: "controllerReceivePunchUpMegaGravityMultiplier");
				controllerReceiveEarthquakeWeakForce = s.Serialize<float>(controllerReceiveEarthquakeWeakForce, name: "controllerReceiveEarthquakeWeakForce");
				controllerReceiveEarthquakeStrongForce = s.Serialize<float>(controllerReceiveEarthquakeStrongForce, name: "controllerReceiveEarthquakeStrongForce");
				controllerReceiveEarthquakeMegaForce = s.Serialize<float>(controllerReceiveEarthquakeMegaForce, name: "controllerReceiveEarthquakeMegaForce");
				controllerReceiveBounceVWeakForce = s.Serialize<float>(controllerReceiveBounceVWeakForce, name: "controllerReceiveBounceVWeakForce");
				controllerReceiveBounceVStrongForce = s.Serialize<float>(controllerReceiveBounceVStrongForce, name: "controllerReceiveBounceVStrongForce");
				controllerReceiveBounceVMegaForce = s.Serialize<float>(controllerReceiveBounceVMegaForce, name: "controllerReceiveBounceVMegaForce");
				controllerReceiveBounceHWeakForce = s.Serialize<float>(controllerReceiveBounceHWeakForce, name: "controllerReceiveBounceHWeakForce");
				controllerReceiveBounceHStrongForce = s.Serialize<float>(controllerReceiveBounceHStrongForce, name: "controllerReceiveBounceHStrongForce");
				controllerReceiveBounceHMegaForce = s.Serialize<float>(controllerReceiveBounceHMegaForce, name: "controllerReceiveBounceHMegaForce");
				controllerReceiveBounceWeakFrictionMultiplier = s.Serialize<float>(controllerReceiveBounceWeakFrictionMultiplier, name: "controllerReceiveBounceWeakFrictionMultiplier");
				controllerReceiveBounceStrongFrictionMultiplier = s.Serialize<float>(controllerReceiveBounceStrongFrictionMultiplier, name: "controllerReceiveBounceStrongFrictionMultiplier");
				controllerReceiveBounceMegaFrictionMultiplier = s.Serialize<float>(controllerReceiveBounceMegaFrictionMultiplier, name: "controllerReceiveBounceMegaFrictionMultiplier");
				controllerReceiveBounceWeakSwimingMult = s.Serialize<float>(controllerReceiveBounceWeakSwimingMult, name: "controllerReceiveBounceWeakSwimingMult");
				controllerReceiveBounceStrongSwimingMult = s.Serialize<float>(controllerReceiveBounceStrongSwimingMult, name: "controllerReceiveBounceStrongSwimingMult");
				controllerReceiveBounceMegaSwimingMult = s.Serialize<float>(controllerReceiveBounceMegaSwimingMult, name: "controllerReceiveBounceMegaSwimingMult");
				controllerReceiveHitSwimGravityMultiplier = s.Serialize<float>(controllerReceiveHitSwimGravityMultiplier, name: "controllerReceiveHitSwimGravityMultiplier");
				controllerSlideFrictionMultiplier = s.Serialize<float>(controllerSlideFrictionMultiplier, name: "controllerSlideFrictionMultiplier");
				controllerSlideMinFastSpeed = s.Serialize<float>(controllerSlideMinFastSpeed, name: "controllerSlideMinFastSpeed");
				controllerSlideHitLevel = s.Serialize<uint>(controllerSlideHitLevel, name: "controllerSlideHitLevel");
				controllerSlideMinSpeed = s.Serialize<float>(controllerSlideMinSpeed, name: "controllerSlideMinSpeed");
				controllerSlideMinSpeedMultiplierForMinFriction = s.Serialize<float>(controllerSlideMinSpeedMultiplierForMinFriction, name: "controllerSlideMinSpeedMultiplierForMinFriction");
				controllerSlideMinSpeedMultiplierForMaxFriction = s.Serialize<float>(controllerSlideMinSpeedMultiplierForMaxFriction, name: "controllerSlideMinSpeedMultiplierForMaxFriction");
				controllerSlideFallDelay = s.Serialize<float>(controllerSlideFallDelay, name: "controllerSlideFallDelay");
				controllerSurfingJumpTime = s.Serialize<float>(controllerSurfingJumpTime, name: "controllerSurfingJumpTime");
				controllerHoverMinYSpeed = s.Serialize<float>(controllerHoverMinYSpeed, name: "controllerHoverMinYSpeed");
				controllerMettrailleMaxHits = s.Serialize<float>(controllerMettrailleMaxHits, name: "controllerMettrailleMaxHits");
				controllerMettrailleFinalHitLevel = s.Serialize<uint>(controllerMettrailleFinalHitLevel, name: "controllerMettrailleFinalHitLevel");
				controllerMettrailleGroundVariation = s.Serialize<uint>(controllerMettrailleGroundVariation, name: "controllerMettrailleGroundVariation");
				controllerMettrailleAirVariation = s.Serialize<uint>(controllerMettrailleAirVariation, name: "controllerMettrailleAirVariation");
				controllerMettrailleMaxBufferedHits = s.Serialize<uint>(controllerMettrailleMaxBufferedHits, name: "controllerMettrailleMaxBufferedHits");
				controllerAccrobaticStageKeepTime = s.Serialize<float>(controllerAccrobaticStageKeepTime, name: "controllerAccrobaticStageKeepTime");
				controllerSwingAdjustTime = s.Serialize<float>(controllerSwingAdjustTime, name: "controllerSwingAdjustTime");
				controllerSwingInterpolateTime = s.Serialize<float>(controllerSwingInterpolateTime, name: "controllerSwingInterpolateTime");
				controllerSwingHitAreaHeight = s.Serialize<float>(controllerSwingHitAreaHeight, name: "controllerSwingHitAreaHeight");
				controllerSwingHitAreaOffset = s.Serialize<float>(controllerSwingHitAreaOffset, name: "controllerSwingHitAreaOffset");
				controllerSwingHitMinAngularSpeed = s.Serialize<float>(controllerSwingHitMinAngularSpeed, name: "controllerSwingHitMinAngularSpeed");
				controllerSwingInitialBoost = s.Serialize<float>(controllerSwingInitialBoost, name: "controllerSwingInitialBoost");
				controllerSwingJumpXForceThreshold = s.Serialize<float>(controllerSwingJumpXForceThreshold, name: "controllerSwingJumpXForceThreshold");
				controllerSwingJumpXAngleThreshold = s.Serialize<float>(controllerSwingJumpXAngleThreshold, name: "controllerSwingJumpXAngleThreshold");
				controllerSwingJumpForceX = s.Serialize<float>(controllerSwingJumpForceX, name: "controllerSwingJumpForceX");
				controllerSwingJumpDisableDelay = s.Serialize<float>(controllerSwingJumpDisableDelay, name: "controllerSwingJumpDisableDelay");
				controllerUTurnHitLevel = s.Serialize<uint>(controllerUTurnHitLevel, name: "controllerUTurnHitLevel");
				controllerUTurnAirHitLevel = s.Serialize<uint>(controllerUTurnAirHitLevel, name: "controllerUTurnAirHitLevel");
				controllerCrouchedHitLevel = s.Serialize<uint>(controllerCrouchedHitLevel, name: "controllerCrouchedHitLevel");
				controllerTornadoHitLevel = s.Serialize<uint>(controllerTornadoHitLevel, name: "controllerTornadoHitLevel");
				controllerSpinHitLevel = s.Serialize<uint>(controllerSpinHitLevel, name: "controllerSpinHitLevel");
				controllerReducedSizeHitLevel = s.Serialize<uint>(controllerReducedSizeHitLevel, name: "controllerReducedSizeHitLevel");
				controllerUpperkickHitLevel = s.Serialize<uint>(controllerUpperkickHitLevel, name: "controllerUpperkickHitLevel");
				controllerCrushHitLevel = s.Serialize<uint>(controllerCrushHitLevel, name: "controllerCrushHitLevel");
				controllerCrushHitIncreaseFirstTime = s.Serialize<float>(controllerCrushHitIncreaseFirstTime, name: "controllerCrushHitIncreaseFirstTime");
				controllerCrushHitIncreaseSecondTime = s.Serialize<float>(controllerCrushHitIncreaseSecondTime, name: "controllerCrushHitIncreaseSecondTime");
				controllerCrushHitRetriggerDelay = s.Serialize<float>(controllerCrushHitRetriggerDelay, name: "controllerCrushHitRetriggerDelay");
				controllerSlideDownHitLevel = s.Serialize<uint>(controllerSlideDownHitLevel, name: "controllerSlideDownHitLevel");
				controllerSwingHitLevel = s.Serialize<uint>(controllerSwingHitLevel, name: "controllerSwingHitLevel");
				controllerHangCoopHitLevel = s.Serialize<uint>(controllerHangCoopHitLevel, name: "controllerHangCoopHitLevel");
				controllerBurstHitLevel = s.Serialize<uint>(controllerBurstHitLevel, name: "controllerBurstHitLevel");
				controllerBurstAirHitLevel = s.Serialize<uint>(controllerBurstAirHitLevel, name: "controllerBurstAirHitLevel");
				punchMoveWalkSpeedMultiplier = s.Serialize<float>(punchMoveWalkSpeedMultiplier, name: "punchMoveWalkSpeedMultiplier");
				controllerNormalPunchLevelForShakeCam = s.Serialize<uint>(controllerNormalPunchLevelForShakeCam, name: "controllerNormalPunchLevelForShakeCam");
				switchHitBufferTime = s.Serialize<float>(switchHitBufferTime, name: "switchHitBufferTime");
				UTurnComboTime = s.Serialize<float>(UTurnComboTime, name: "UTurnComboTime");
				crushHitSuspensionTime = s.Serialize<float>(crushHitSuspensionTime, name: "crushHitSuspensionTime");
				crushHitMinYSpeed = s.Serialize<float>(crushHitMinYSpeed, name: "crushHitMinYSpeed");
				crushHitYSpeedMultiplier = s.Serialize<float>(crushHitYSpeedMultiplier, name: "crushHitYSpeedMultiplier");
				crushHitDownForce = s.Serialize<float>(crushHitDownForce, name: "crushHitDownForce");
				crushHitFrictionMultiplier = s.Serialize<float>(crushHitFrictionMultiplier, name: "crushHitFrictionMultiplier");
				slideDownMinSpeed = s.Serialize<float>(slideDownMinSpeed, name: "slideDownMinSpeed");
				swimAttackNormalDuration = s.Serialize<float>(swimAttackNormalDuration, name: "swimAttackNormalDuration");
				swimAttackNormalSpeed = s.Serialize<float>(swimAttackNormalSpeed, name: "swimAttackNormalSpeed");
				swimAttackSprintDuration = s.Serialize<float>(swimAttackSprintDuration, name: "swimAttackSprintDuration");
				swimAttackSprintSpeed = s.Serialize<float>(swimAttackSprintSpeed, name: "swimAttackSprintSpeed");
				swimAttackCooldown = s.Serialize<float>(swimAttackCooldown, name: "swimAttackCooldown");
				swimAttackFriction = s.Serialize<float>(swimAttackFriction, name: "swimAttackFriction");
				swimAttackMinSpeed = s.Serialize<float>(swimAttackMinSpeed, name: "swimAttackMinSpeed");
				swimAttackMoveDamping = s.Serialize<float>(swimAttackMoveDamping, name: "swimAttackMoveDamping");
				swimNoDiveForceToSurface = s.Serialize<float>(swimNoDiveForceToSurface, name: "swimNoDiveForceToSurface");
				swimAttackSpamTime = s.Serialize<float>(swimAttackSpamTime, name: "swimAttackSpamTime");
				swimAttackSpamImpulseMultiplier = s.Serialize<float>(swimAttackSpamImpulseMultiplier, name: "swimAttackSpamImpulseMultiplier");
				swimAttackSpamImpulseMultiplierSprint = s.Serialize<float>(swimAttackSpamImpulseMultiplierSprint, name: "swimAttackSpamImpulseMultiplierSprint");
				tornadoDuration = s.Serialize<float>(tornadoDuration, name: "tornadoDuration");
				tornadoSpeed = s.Serialize<float>(tornadoSpeed, name: "tornadoSpeed");
				tornadoCooldown = s.Serialize<float>(tornadoCooldown, name: "tornadoCooldown");
				tornadoZipCooldown = s.Serialize<float>(tornadoZipCooldown, name: "tornadoZipCooldown");
				tornadoMinSpeed = s.Serialize<float>(tornadoMinSpeed, name: "tornadoMinSpeed");
				tornadoFrictionMultiplier = s.Serialize<float>(tornadoFrictionMultiplier, name: "tornadoFrictionMultiplier");
				tornadoAllowMoveTime = s.Serialize<float>(tornadoAllowMoveTime, name: "tornadoAllowMoveTime");
				reducedSizeHitDuration = s.Serialize<float>(reducedSizeHitDuration, name: "reducedSizeHitDuration");
				reducedSizeHitAirDuration = s.Serialize<float>(reducedSizeHitAirDuration, name: "reducedSizeHitAirDuration");
				reducedSizeHitUpDuration = s.Serialize<float>(reducedSizeHitUpDuration, name: "reducedSizeHitUpDuration");
				reducedSizeHitFriction = s.Serialize<float>(reducedSizeHitFriction, name: "reducedSizeHitFriction");
				reducedSizeHitGravity = s.Serialize<float>(reducedSizeHitGravity, name: "reducedSizeHitGravity");
				reducedSizeHitSideForceGround = s.Serialize<float>(reducedSizeHitSideForceGround, name: "reducedSizeHitSideForceGround");
				reducedSizeHitSideForceAir = s.Serialize<float>(reducedSizeHitSideForceAir, name: "reducedSizeHitSideForceAir");
				reducedSizeHitUpForce = s.Serialize<float>(reducedSizeHitUpForce, name: "reducedSizeHitUpForce");
				reducedSizeHitMinSpeed = s.Serialize<float>(reducedSizeHitMinSpeed, name: "reducedSizeHitMinSpeed");
				reducedSizeHitCrushAttackQueueLength = s.Serialize<float>(reducedSizeHitCrushAttackQueueLength, name: "reducedSizeHitCrushAttackQueueLength");
				reducedSizeHitCrushDistance = s.Serialize<float>(reducedSizeHitCrushDistance, name: "reducedSizeHitCrushDistance");
				reducedSizeHitCooldown = s.Serialize<float>(reducedSizeHitCooldown, name: "reducedSizeHitCooldown");
				reducedSizeHitGroundFrictionMultiplierMin = s.Serialize<float>(reducedSizeHitGroundFrictionMultiplierMin, name: "reducedSizeHitGroundFrictionMultiplierMin");
				reducedSizeHitGroundFrictionMultiplierMax = s.Serialize<float>(reducedSizeHitGroundFrictionMultiplierMax, name: "reducedSizeHitGroundFrictionMultiplierMax");
				reducedSizeHitUpCooldown = s.Serialize<float>(reducedSizeHitUpCooldown, name: "reducedSizeHitUpCooldown");
				hitFxBoneName = s.SerializeObject<StringID>(hitFxBoneName, name: "hitFxBoneName");
				hitPrepareLengthWeak = s.Serialize<float>(hitPrepareLengthWeak, name: "hitPrepareLengthWeak");
				hitPrepareLengthStrong = s.Serialize<float>(hitPrepareLengthStrong, name: "hitPrepareLengthStrong");
				hitPrepareLengthMega = s.Serialize<float>(hitPrepareLengthMega, name: "hitPrepareLengthMega");
				reHitDelayPermanentHit = s.Serialize<float>(reHitDelayPermanentHit, name: "reHitDelayPermanentHit");
				reHitDelayComboHit = s.Serialize<float>(reHitDelayComboHit, name: "reHitDelayComboHit");
				wallSlideStartDelay = s.Serialize<float>(wallSlideStartDelay, name: "wallSlideStartDelay");
				wallSlideStartDelaySpeedThreshold = s.Serialize<float>(wallSlideStartDelaySpeedThreshold, name: "wallSlideStartDelaySpeedThreshold");
				wallSlideMinLinearSpeed = s.Serialize<float>(wallSlideMinLinearSpeed, name: "wallSlideMinLinearSpeed");
				wallSlideMaxLinearSpeed = s.Serialize<float>(wallSlideMaxLinearSpeed, name: "wallSlideMaxLinearSpeed");
				wallSlideMinAngularSpeed = s.SerializeObject<Angle>(wallSlideMinAngularSpeed, name: "wallSlideMinAngularSpeed");
				wallSlideMaxAngularSpeed = s.SerializeObject<Angle>(wallSlideMaxAngularSpeed, name: "wallSlideMaxAngularSpeed");
				wallSlideBrakeTime = s.Serialize<float>(wallSlideBrakeTime, name: "wallSlideBrakeTime");
				wallSlideStartSpeed = s.Serialize<float>(wallSlideStartSpeed, name: "wallSlideStartSpeed");
				wallSlideGravityMultiplier = s.Serialize<float>(wallSlideGravityMultiplier, name: "wallSlideGravityMultiplier");
				wallSlideJumpImpulseX = s.Serialize<float>(wallSlideJumpImpulseX, name: "wallSlideJumpImpulseX");
				wallSlideFrictionCoefCondition = s.Serialize<float>(wallSlideFrictionCoefCondition, name: "wallSlideFrictionCoefCondition");
				wallSlideMinimumEdgeMargin = s.Serialize<float>(wallSlideMinimumEdgeMargin, name: "wallSlideMinimumEdgeMargin");
				wallPushMaxWallAngle = s.SerializeObject<Angle>(wallPushMaxWallAngle, name: "wallPushMaxWallAngle");
				wallPushForce = s.Serialize<float>(wallPushForce, name: "wallPushForce");
				wallPushDelay = s.Serialize<float>(wallPushDelay, name: "wallPushDelay");
				wallPushRepushDelay = s.Serialize<float>(wallPushRepushDelay, name: "wallPushRepushDelay");
				wallSlideMaxSpeed = s.Serialize<float>(wallSlideMaxSpeed, name: "wallSlideMaxSpeed");
				wallSlideUnstickDelay = s.Serialize<float>(wallSlideUnstickDelay, name: "wallSlideUnstickDelay");
				wallSlideRestickDelay = s.Serialize<float>(wallSlideRestickDelay, name: "wallSlideRestickDelay");
				wallSlideExtraRadius = s.Serialize<float>(wallSlideExtraRadius, name: "wallSlideExtraRadius");
				wallSlideYSpeedThresholdToHang = s.Serialize<float>(wallSlideYSpeedThresholdToHang, name: "wallSlideYSpeedThresholdToHang");
				disableCrouchTime = s.Serialize<float>(disableCrouchTime, name: "disableCrouchTime");
				crouchUnhangTime = s.Serialize<float>(crouchUnhangTime, name: "crouchUnhangTime");
				rollingFrictionMultiplier = s.Serialize<float>(rollingFrictionMultiplier, name: "rollingFrictionMultiplier");
				rollingMinSpeed = s.Serialize<float>(rollingMinSpeed, name: "rollingMinSpeed");
				fallOnVictimMinSpeed = s.Serialize<float>(fallOnVictimMinSpeed, name: "fallOnVictimMinSpeed");
				sprintActivationLandingDelay = s.Serialize<float>(sprintActivationLandingDelay, name: "sprintActivationLandingDelay");
				sprintWalkForceMultiplier = s.Serialize<float>(sprintWalkForceMultiplier, name: "sprintWalkForceMultiplier");
				sprintEfficiencyMaxSpeedMultiplier = s.Serialize<float>(sprintEfficiencyMaxSpeedMultiplier, name: "sprintEfficiencyMaxSpeedMultiplier");
				sprintAccelerationDuration = s.Serialize<float>(sprintAccelerationDuration, name: "sprintAccelerationDuration");
				sprintReleaseForceMultiplier = s.Serialize<float>(sprintReleaseForceMultiplier, name: "sprintReleaseForceMultiplier");
				sprintReleaseForceMax = s.Serialize<float>(sprintReleaseForceMax, name: "sprintReleaseForceMax");
				bounceToLayerFXFile = s.SerializeObject<Path>(bounceToLayerFXFile, name: "bounceToLayerFXFile");
				tinyFXFile = s.SerializeObject<Path>(tinyFXFile, name: "tinyFXFile");
				tinyTrailSprintColor = s.SerializeObject<Color>(tinyTrailSprintColor, name: "tinyTrailSprintColor");
				tinyTrailWallrunColor = s.SerializeObject<Color>(tinyTrailWallrunColor, name: "tinyTrailWallrunColor");
				tinyTrailWallrunJumpColor = s.SerializeObject<Color>(tinyTrailWallrunJumpColor, name: "tinyTrailWallrunJumpColor");
				tinyTrailNormalColor = s.SerializeObject<Color>(tinyTrailNormalColor, name: "tinyTrailNormalColor");
				controllerPunchPushbackRadius = s.Serialize<float>(controllerPunchPushbackRadius, name: "controllerPunchPushbackRadius");
				phantomShapeCrouch = s.SerializeObject<Generic<PhysShape>>(phantomShapeCrouch, name: "phantomShapeCrouch");
				phantomShapeSwim = s.SerializeObject<Generic<PhysShape>>(phantomShapeSwim, name: "phantomShapeSwim");
				damageInmunityTime = s.Serialize<float>(damageInmunityTime, name: "damageInmunityTime");
				damageInmunityTimeReceiveHit = s.Serialize<float>(damageInmunityTimeReceiveHit, name: "damageInmunityTimeReceiveHit");
				damageInmunityTimeRevive = s.Serialize<float>(damageInmunityTimeRevive, name: "damageInmunityTimeRevive");
				damageInmunityTimeReceiveHitRevive = s.Serialize<float>(damageInmunityTimeReceiveHitRevive, name: "damageInmunityTimeReceiveHitRevive");
				squashBounceMargin = s.Serialize<float>(squashBounceMargin, name: "squashBounceMargin");
				squashHurtLevel = s.Serialize<uint>(squashHurtLevel, name: "squashHurtLevel");
				squashDeathPenetration = s.Serialize<float>(squashDeathPenetration, name: "squashDeathPenetration");
				characterSnapBone = s.SerializeObject<StringID>(characterSnapBone, name: "characterSnapBone");
				stateDeadSoul = s.SerializeObject<RO2_PlayerControllerComponent.StateDeadSoul_Template>(stateDeadSoul, name: "stateDeadSoul");
				stateRevive = s.SerializeObject<RO2_PlayerControllerComponent.StateRevive_Template>(stateRevive, name: "stateRevive");
				avoidanceRadius = s.Serialize<float>(avoidanceRadius, name: "avoidanceRadius");
				darktoonificationPosOffset = s.Serialize<float>(darktoonificationPosOffset, name: "darktoonificationPosOffset");
				controllerPedestalWalkMultiplier = s.Serialize<float>(controllerPedestalWalkMultiplier, name: "controllerPedestalWalkMultiplier");
				controllerPedestalAreaRadius = s.Serialize<float>(controllerPedestalAreaRadius, name: "controllerPedestalAreaRadius");
				controllerPedestalDistanceCheck = s.Serialize<float>(controllerPedestalDistanceCheck, name: "controllerPedestalDistanceCheck");
				controllerPedestalFeetDistanceCheck = s.Serialize<float>(controllerPedestalFeetDistanceCheck, name: "controllerPedestalFeetDistanceCheck");
				controllerPedestalDisableTimer = s.Serialize<float>(controllerPedestalDisableTimer, name: "controllerPedestalDisableTimer");
				controllerPedestalInputCone = s.SerializeObject<Angle>(controllerPedestalInputCone, name: "controllerPedestalInputCone");
				controllerOnPedestalLandBounceHeight = s.Serialize<float>(controllerOnPedestalLandBounceHeight, name: "controllerOnPedestalLandBounceHeight");
				controllerDeathSeqWait = s.Serialize<float>(controllerDeathSeqWait, name: "controllerDeathSeqWait");
				controllerMoveCursorMinEfficiency = s.Serialize<float>(controllerMoveCursorMinEfficiency, name: "controllerMoveCursorMinEfficiency");
				controllerMoveCursorMaxEfficiency = s.Serialize<float>(controllerMoveCursorMaxEfficiency, name: "controllerMoveCursorMaxEfficiency");
				controllerMoveCursorMinAngle = s.Serialize<float>(controllerMoveCursorMinAngle, name: "controllerMoveCursorMinAngle");
				controllerMoveCursorMaxAngle = s.Serialize<float>(controllerMoveCursorMaxAngle, name: "controllerMoveCursorMaxAngle");
				controllerMoveCursorMinMultiplier = s.Serialize<float>(controllerMoveCursorMinMultiplier, name: "controllerMoveCursorMinMultiplier");
				controllerMoveCursorMaxMultiplier = s.Serialize<float>(controllerMoveCursorMaxMultiplier, name: "controllerMoveCursorMaxMultiplier");
				controllerMoveCursorEfficiencyAngle = s.Serialize<float>(controllerMoveCursorEfficiencyAngle, name: "controllerMoveCursorEfficiencyAngle");
				controllerWalkOnWallsDisableDelay = s.Serialize<float>(controllerWalkOnWallsDisableDelay, name: "controllerWalkOnWallsDisableDelay");
				controllerWalkOnWallsReleaseStickDuration = s.Serialize<float>(controllerWalkOnWallsReleaseStickDuration, name: "controllerWalkOnWallsReleaseStickDuration");
				controllerDeathActorFXSpawn = s.SerializeObject<Path>(controllerDeathActorFXSpawn, name: "controllerDeathActorFXSpawn");
				controllerTeleportActorFXSpawn = s.SerializeObject<Path>(controllerTeleportActorFXSpawn, name: "controllerTeleportActorFXSpawn");
				controllerAppearActorFXSpawn = s.SerializeObject<Path>(controllerAppearActorFXSpawn, name: "controllerAppearActorFXSpawn");
				controllerTransformActorFXSpawn = s.SerializeObject<Path>(controllerTransformActorFXSpawn, name: "controllerTransformActorFXSpawn");
				offscreenDeathMargin = s.SerializeObject<Margin>(offscreenDeathMargin, name: "offscreenDeathMargin");
				offscreenDeathSmooth = s.Serialize<float>(offscreenDeathSmooth, name: "offscreenDeathSmooth");
				offscreenDeathFxMargin = s.SerializeObject<Margin>(offscreenDeathFxMargin, name: "offscreenDeathFxMargin");
				applyWindSpeedLimitation = s.Serialize<bool>(applyWindSpeedLimitation, name: "applyWindSpeedLimitation");
				clampMaxSpeedTotal = s.Serialize<float>(clampMaxSpeedTotal, name: "clampMaxSpeedTotal");
				clampMaxSpeedX = s.Serialize<float>(clampMaxSpeedX, name: "clampMaxSpeedX");
				clampMaxSpeedY = s.Serialize<float>(clampMaxSpeedY, name: "clampMaxSpeedY");
				airBrakeMaxSpeedX = s.Serialize<float>(airBrakeMaxSpeedX, name: "airBrakeMaxSpeedX");
				clampingMaxSpeedYOnAir = s.Serialize<float>(clampingMaxSpeedYOnAir, name: "clampingMaxSpeedYOnAir");
				softCollisionRadiusMultiplier = s.Serialize<float>(softCollisionRadiusMultiplier, name: "softCollisionRadiusMultiplier");
				softCollisionExitSpeed = s.Serialize<float>(softCollisionExitSpeed, name: "softCollisionExitSpeed");
				softCollisionExitForce = s.Serialize<float>(softCollisionExitForce, name: "softCollisionExitForce");
				softCollisionRestoreForceDelay = s.Serialize<float>(softCollisionRestoreForceDelay, name: "softCollisionRestoreForceDelay");
				softCollisionRestoreForceDuration = s.Serialize<float>(softCollisionRestoreForceDuration, name: "softCollisionRestoreForceDuration");
				cameraLimiterMaxCoeff = s.Serialize<float>(cameraLimiterMaxCoeff, name: "cameraLimiterMaxCoeff");
				stargateSuckinForceK = s.Serialize<float>(stargateSuckinForceK, name: "stargateSuckinForceK");
				stargateSuckinForceD = s.Serialize<float>(stargateSuckinForceD, name: "stargateSuckinForceD");
				stargateNoiseAmplitude = s.Serialize<float>(stargateNoiseAmplitude, name: "stargateNoiseAmplitude");
				stargateNoiseTimeMultiplier = s.Serialize<float>(stargateNoiseTimeMultiplier, name: "stargateNoiseTimeMultiplier");
				stargateTravelRotationSpeedMultiplier = s.Serialize<float>(stargateTravelRotationSpeedMultiplier, name: "stargateTravelRotationSpeedMultiplier");
				stargateTravelDecelerateTime = s.Serialize<float>(stargateTravelDecelerateTime, name: "stargateTravelDecelerateTime");
				stargateTravelDecelerateMultiplier = s.Serialize<float>(stargateTravelDecelerateMultiplier, name: "stargateTravelDecelerateMultiplier");
				heartShield = s.SerializeObject<RO2_HeartShield_Template>(heartShield, name: "heartShield");
				creatureShield = s.SerializeObject<RLC_PowerUpCreatureDisplay_Template>(creatureShield, name: "creatureShield");
				creatureDoubleJump = s.SerializeObject<RLC_PowerUpCreatureDisplay_Template>(creatureDoubleJump, name: "creatureDoubleJump");
				creatureHelico = s.SerializeObject<RLC_PowerUpCreatureDisplay_Template>(creatureHelico, name: "creatureHelico");
				creatureMagnet = s.SerializeObject<RLC_PowerUpCreatureDisplay_Template>(creatureMagnet, name: "creatureMagnet");
				creatureMissile = s.SerializeObject<RLC_MissileCreatureDisplay_Template>(creatureMissile, name: "creatureMissile");
				creatureMissileActive = s.SerializeObject<RLC_MissileCreatureDisplay_Template>(creatureMissileActive, name: "creatureMissileActive");
				creatureTickle = s.SerializeObject<RLC_TargetingCreatureDisplay_Template>(creatureTickle, name: "creatureTickle");
				creatureAutoAttack = s.SerializeObject<RLC_TargetingCreatureDisplay_Template>(creatureAutoAttack, name: "creatureAutoAttack");
				creatureInvincibility = s.SerializeObject<RLC_PowerUpCreatureDisplay_Template>(creatureInvincibility, name: "creatureInvincibility");
				creaturePolymorph = s.SerializeObject<RLC_TargetingCreatureDisplay_Template>(creaturePolymorph, name: "creaturePolymorph");
				helicopterFakeWind = s.SerializeObject<Vec2d>(helicopterFakeWind, name: "helicopterFakeWind");
				touchFaction = s.Serialize<uint>(touchFaction, name: "touchFaction");
				superPunchBasicGauge = s.SerializeObject<RO2_SuperPunchGauge_Template>(superPunchBasicGauge, name: "superPunchBasicGauge");
				superPunchSeekingGauge = s.SerializeObject<RO2_SuperPunchGauge_Template>(superPunchSeekingGauge, name: "superPunchSeekingGauge");
				superPunchBasicInfiniteGauge = s.SerializeObject<RO2_SuperPunchGauge_Template>(superPunchBasicInfiniteGauge, name: "superPunchBasicInfiniteGauge");
				ghostCollisionRadius = s.Serialize<float>(ghostCollisionRadius, name: "ghostCollisionRadius");
				ghostTouchTargetDuration = s.Serialize<float>(ghostTouchTargetDuration, name: "ghostTouchTargetDuration");
				musicReaderDeathDistance = s.Serialize<float>(musicReaderDeathDistance, name: "musicReaderDeathDistance");
				musicReaderSnapClampMaxSpeedFactor = s.Serialize<float>(musicReaderSnapClampMaxSpeedFactor, name: "musicReaderSnapClampMaxSpeedFactor");
				crouchCrushCoolDownDuration = s.Serialize<float>(crouchCrushCoolDownDuration, name: "crouchCrushCoolDownDuration");
				shootInverted = s.Serialize<bool>(shootInverted, name: "shootInverted");
				dodgeDistance = s.Serialize<float>(dodgeDistance, name: "dodgeDistance");
				dodgeSpeed = s.Serialize<float>(dodgeSpeed, name: "dodgeSpeed");
				dodgeCoolDown = s.Serialize<float>(dodgeCoolDown, name: "dodgeCoolDown");
				throwDistance = s.Serialize<float>(throwDistance, name: "throwDistance");
				throwSpeed = s.Serialize<float>(throwSpeed, name: "throwSpeed");
				throwRotation = s.Serialize<float>(throwRotation, name: "throwRotation");
				throwStrafeSpeed = s.Serialize<float>(throwStrafeSpeed, name: "throwStrafeSpeed");
				dropDuration = s.Serialize<float>(dropDuration, name: "dropDuration");
				blockStrafeSpeed = s.Serialize<float>(blockStrafeSpeed, name: "blockStrafeSpeed");
				swarmRepeller = s.SerializeObject<RO2_SwarmRepellerPowerUp_Template>(swarmRepeller, name: "swarmRepeller");
				impulsePerHitType = s.SerializeObject<CMap<uint, Phys2dImpulseConfig>>(impulsePerHitType, name: "impulsePerHitType");
			}
		}
		public override uint? ClassCRC => 0xDDE7CEAE;
	}
}

